Restoration of Erathia Manual: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 21,406: Line 21,406:
144
144


== See also ==
*[[Armageddon's Blade Manual]]
*[[Shadow of Death Manual]]
*[[Tutorial Manual]]
*[[Word list from the manuals]]


[[Category:Restoration of Erathia Manual|*]]
[[Category:Restoration of Erathia Manual|*]]

Revision as of 21:10, 11 April 2021

HEROES OF MIGHT AND MAGIC III

THE RESTORATION OF ERATHIA


Player Manual


NEW WORLD COMPUTING

3DO


1


Table of Contents

Section I Introduction ...................................................................................................................................................................... 3

Section II Interface Reference .............................................................................................................................................. 7

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

Adventure Map .................................................................................................................................................................... 13

Heroes and the Hero Screen ................................................................................................................................ 23

Skills .................................................................................................................................................................................................. 33

Combat ............................................................................................................................................................................................ 40

Towns ............................................................................................................................................................................................... 49

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

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

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

Section III World Reference ............................................................................................................................................ 63

Spell Reference .................................................................................................................................................................... 63

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

Individual Heroes .............................................................................................................................................................. 118

Section IV Appendices .......................................................................................................................................................... 134

Keyboard Shortcuts ...................................................................................................................................................... 134

Mplayer . com ........................................................................................................................................................................ 135

HEAT ........................................................................................................................................................................................... 137

Troubleshooting .................................................................................................................................................................. 138

Customer Support .......................................................................................................................................................... 141

Index ................................................................................................................................................................................................ 142

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


© 1999 The 3DO Company. All Rights Reserved. Heroes of Might and Magic, Heroes, Might and Magic, New World Computing,

3DO, and their respective logos, are trademarks and/or service marks of The 3DO Company in the U.S. and other countries. All

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


The software and related manual for this 3DO product are copyrighted. No portion of this product may be photocopied, scanned,

translated, reproduced, copied or reduced to any tangible or electronic medium or machine-readable form, or publicly performed

or displayed, without the prior written consent of The 3DO Company. The owner of this product is entitled to use the software

and related manual for his or her own use, but is not entitled to reproduce and distribute any copies of the software or manual

to any other individual or entity; nor to rent or lease this product or any copy thereof to any third party.


Uses Bink Video Technology. © 1997-1998 by RAD Game Tools, Inc.

Uses Miles Sound System. © 1991-1998 by RAD Game Tools, Inc.

Windows, the Windows logo and DirectX are trademarks and/or registered trademarks of the Microsoft Corporation.


MARS

PUBLISHING

Edwin E. Steussy, Publisher.

Tom Ono, Author. Amy Yancey, Coordinator.


2


Dear Heroes of Might and Magic fans,


When I sat down to create King's Bounty, the precursor to Heroes of Might and Magic,

never in my wildest dreams did I imagine it would grow into the phenomenon the series has

become. I had just finished Might and Magic II. At the time, King's Bounty was state of

the art: 16 colors and used up both sides of the floppy disk. I had one programmer and one

artist to make my design real, and it took us about a year to finish.


Nine years later, the Heroes III game is state of the art. The Heroes III game has 65,000

colors and fills an entire CD. I had over 30 people work on the project: programmers, artists,

voice actors, and level designers, and it took us about 18 months to finish.


King's Bounty, although crude by today's standards, was a lot of fun to play. Players

recruited troops, maintained armies, and fought battles on tactical maps with a variety of

fantastic monsters. The Heroes III game does the same, only the graphics are much fancier

and the animations are far smoother. In addition, some fundamental game play changes have

happened since then, giving the player options and tactics magnifying the scope of the game

tremendously.


The leap from King's Bounty to the Heroes I game was the single largest change, both in

terms of technology and game play. I looked at what I thought had gone right with King's

Bounty, mixed in our fans' wish lists and the capabilities of more modern computers, and got

down to work. After a seemingly endless series of false starts, dead ends, and programming

troubles, we shipped the game and held our breath.


The Heroes I game shipped quietly enough, but enthusiasm for the game was strong and grew

stronger as time passed. It took us a while to realize we had a genuine hit on our hands, but

when we did, we started work on the Heroes II game immediately. This time, we were armed

with a ton of fan mail suggestions and an existing game that we could build from.

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

complications, and I agonized over design decisions and game balance considerations.


After a year's worth of design wrangling, we got down to business and the Heroes II game

shipped in time for Christmas. I noticed that everyone in the office was playing the game -

even people working on different projects - and knew from past experience what a good sign

this was. The Heroes II game turned out to be one of our most popular games ever.


Now we've shipped the Heroes III game. We've had a lot of fun designing and making this game,

and once again, everyone in the office is playing it. I'm confident the Heroes III game is going

to be a smashing success! We hope you have as much fun playing it as we've had making it!


Sincerely,

Jon Van Caneghem

Creator and Designer

Heroes of Might and Magic I-III

Might and Magic I-VII

King's Bounty


3


Commander,


I hope this letter finds you well and has reached you before you

set sail with Queen Catherine to Erathia. I regret these trying

times. The duties forced upon me have made it impossible for me

to see you off in person.


First, let me congratulate you on your commission. I am glad

— no, thankful — Catherine has someone of your character

and abilities among her entourage. I do not hold such an

unqualified opinion of some who travel with you. I know you are

more at home on the battlefield than in the company of the

royal court, but let me remind you, the strategies and tactics

employed there are every bit as complex and potentially

deadly, as any found in military conflict. No, I don't have any

real proof of any particular disloyalty or treachery — just

a feeling.


It is unfortunate your first visit to Erathia could not be made

in happier times — it is a land of beauty and stability. Or at

least it has been, under Nicolas Gryphonheart's rule. He was a

great king and a dedicated ally. I will remember him best as a

man of strength and fairness, both qualities have bred


4


true in our dear Catherine. You know she has not ruled out the

possibility foul play was involved in his death. Do not be too quick

to dismiss her thoughts as those of a grieving daughter. True, she

is saddened but has not lost hold of her wisdom.


Hah! Listen to me and my gloominess! Just watch your back as

a favor to a friend made cynical and suspicious by age. I'm sure

I'm just seeing things in the worst possible light. A

vocational habit. Perhaps I have been at this job too long.


Farewell, friend. I look forward to your return, to a good cup

of tea by the fire, and to the recounting of your journey's tale.

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


Best Regards,

Wilbur Humphrey, Regent of Enroth


5


How to Use this Manual


This manual is divided into three main sections. This section, the Introduction, contains the background

story, features information, installation instructions, and "getting started" hints. The second section,

Interface Reference, details the workings of the game's various interfaces. The third section, World

Reference, is full of descriptive and statistical information about the locations, creatures, heroes, and

spells you will encounter as you play. The Appendices contain additional information about Internet

gaming services, Troubleshooting, 3DO Customer Support, The 3DO Company 90-Day Warranty, and

an extensive index.


If you are new to the world of Heroes of Might and Magic, fear not! The game is rich in detail, true,

but it belongs to a series long applauded for ease of use. Furthermore, you can play the in-game tutorial

specifically designed to introduce you to the basic concepts of the Heroes III game gameplay. Refer to

the Interface Reference and World Reference for more detailed information as you play.


If you are familiar with the Heroes II game, you may feel comfortable diving right into the game. In the

Interface Reference, discussion of each of the game's major interfaces (for example, the Adventure Map)

begins with an overview. Read each overview, then the following sections for a more detailed explanation

about particular features. You will find the World Reference helpful as you encounter new spells, town

features, and creatures.


Manual Conventions


This manual assumes you are using a standard keyboard and two-button mouse, and you are familiar with

their use. It will also assume you have a minimal understanding of the Microsoft Windows 95/98

operating systems. If you don't understand any of the following terms, you may want to take a few

minutes and run through the tutorial materials that come with Windows 95/98:


mouse pointer

left-click

right-click

double-click

pull-down menu

dialog box


The manual will use the term "click" to replace "left-click."


6


Section II


Interface Reference


Starting Play


Before you begin a Heroes III gaming session, you must choose what type of game you want to play.

The New Game Menu allows you to choose between single, campaign, and multiplayer scenarios. You

may also choose to resume a previously saved game or play the tutorial.


Launching Heroes of Might and Magic III


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

CD-ROM drive and clicking the Play button on the following screen. When you do this, the company

credit animations and introductory movie will play. You may bypass these by clicking the mouse button

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

Menu.


Full Screen Vs. Windowed Display


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

modes. In full screen mode, the Heroes III game fills your entire video display at 800 x 600 pixel resolution. In this mode, you may press Alt-TAB to minimize the game screen and display the Windows

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


In windowed display mode, the game appears in a standard Desktop window. Since the game displays at

800 x 600 resolution, it is recommended this mode only be used when running Windows at 1024 x 768

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


File

Quit: Closes the program


Display

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


Help

On Line Manual: Starts the help system

About: Displays copyright information about the game


7


Main Menu


The Main Menu displays after the introductory

animations play. To choose an option from the menu,

move the mouse cursor over a button and click.


New Game Menu


The New Game Menu appears when you click the

New Game button on the Main Menu. From this

menu you can start a single, multiplayer, or

campaign scenario from the beginning.


New Game: Choose this to start a game from the

beginning. Clicking this button sends you to the New

Game Menu, where you can select between single

player scenario, multiplayer, or campaign games.


Single Scenario: Click this button to start a single

scenario. Single scenarios are played on one map

against the computer and are completed by meeting

a set of mission conditions.


Load Game: While you are playing the Heroes III

game, you can save games in progress. Choose this

option to resume a previously saved game.


Multiplayer: You may play the Heroes III game against

other human players across the Internet, other network

connections, or on a single computer. Press this

button to display the Multiplayer Game Type

Selector. For more information about multiplayer

games, see Multiplayer (pg. 59).


High Score: When you complete a single scenario or

campaign, you receive a score based on your

performance. Click this button to display a list of the

top scores.


Campaign: Choose this button to display the selection

of campaign games. Campaign games are linked

scenarios marking climactic events in longer stories.

They are played against the computer.


Credits: Click this button to see the list of people

responsible for bringing you the Heroes III game.


Quit: Click this button to close the program and

return to Windows.


Tutorial: A special tutorial scenario has been created to

help you learn the game. To play it, click this button.

You will need to consult the online tutorial guide as

you play.


Back: Click this button to return to the Main Menu.


8


Scenario Selector


Current Map

Current Map Size

Show Available Scenarios

Size Filter Buttons

Show/Hide Chat (Multiplayer Only)

Scenario Description

# of Total Players/

Human Players

Loss Conditions

Map Size

Enemy/Ally Display

Victory Conditions

Difficulty Settings

Show Advanced Options


Before you can start a single player or multiplayer game, you must choose which scenario you want to

play. This is done using the Scenario Selector. Here you may also set the game difficulty and choose

which forces you want to control in a single player game. In a multiplayer game, the host assigns players

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


You may toggle the display of available scenarios by clicking the Show Available Scenarios button. You can

move the list up and down using the scroll bar along the right side of the list. When you click on a scenario's

name, it becomes highlighted and its scenario description and win/loss conditions are displayed. The

difficulty settings control the strength of the computer opponent's starting resources and artificial intelligence.

To start the highlighted scenario, click the Begin button. Click the Back button to return to the Main Menu.


Size of Map


Maps may be small, medium, large, or extra large in size. Size refers to the tile dimension of the

Adventure Map a scenario is played on. While many factors affect length of play, this can be used as a

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

List Box's display may be constrained to a list of maps of a certain size by using the Size Filter buttons

located directly above it.


Size Filter Button


Map Size Displayed


S (small)

M (medium)

L (large)

XL (extra large)

All of the Above


Tile Dimension


36 x 36

72 x 72

108 x 108

144 x 144

All of the Above


9


Victory/Loss Conditions


Usually, you can win a scenario by taking all enemy castles and defeating all enemy heroes. Some

scenarios have special victory conditions you can complete to win. You lose a scenario if you control no

towns when your last hero is defeated. Some scenarios have additional loss conditions.


Special Victory Conditions


Acquire a Specific Artifact

You must find a specific artifact. Win by placing the

artifact in one of your heroes' backpacks.


Accumulate Creatures

Your kingdom must acquire X number of creatures.


Accumulate Resources

Your kingdom must acquire X amount of a specific resource.


Upgrade a Specific Town

The hall and castle of a given town must be upgraded to a

specified level.


Build a Grail Building

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

your towns.


Defeat a Specific Hero

You must defeat a specified hero.


Capture a Specific Town

You must occupy a specified town.


Defeat a Specific Creature

You must defeat a specified wandering monster.


Flag All Creature Generators

You must control all the creature generators on the map.


Flag All Mines

You must control all the mines on the map.


Transport a Specific Artifact

You must acquire a specific artifact and transport it to a

specified town.


Special Loss Conditions


Lose a Specific Hero

You lose if the specified hero is defeated.


Lose a Specific Town

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


Time Limit

You lose if you have not won the scenario within the

specified number of days.


10


Chatting


If you are participating in a multiplayer game, you can turn on and off the display of network chat by

pressing the Show/Hide Chat button. When Chat is on, chat messages are shown in the Scenario

Description box. You can send a chat message by typing it in the box directly below this button.


Handicap

Player Flag Button

Legal Player

Player Name

Starting Bonus

Starting Town

Starting Hero

Player Turn Duration


Advanced Options


To display the Advanced Options, click the Show Advanced Options button. This will display the

available options for each opponent in the currently selected scenario. For each game, the scenario's

designer defines each opponent as playable by a human or the computer (CPU). Slots displaying

"Human or CPU" may be played by either. Any available human slot has a Player Flag button

adjacent to the associated slot, on the far left of the window. In a multiplayer game, the host assigns

players to each available slot by repeatedly clicking the Player Flag button, cycling through the available

players. At the start of the scenario, any player not assigned to a slot is dropped from the game. All

unassigned slots will be played by the computer.


Often, you can choose an opponent's starting town type, starting hero, and/or starting bonus. If you can,

arrows appear on the sides of the town, hero, and starting bonus pictures. If you can set the starting town

type, which town you choose will affect what heroes and starting bonuses are available. Click on the

Handicap button to cycle through player handicap settings. Handicap will affect a player's starting

resources.


You may also set the Player Turn Duration limit by moving the slider at the bottom of the Advanced

Options display. This controls how long human player turns can last (when not in combat).


11


Campaign Games


Campaign games are scenarios linked together by a story line told from either a good, neutral, or evil

perspective. To start a campaign, click the Campaign button on the Main Menu and then select from

the available campaigns displayed on the following screen. When you complete all of the initially displayed

campaigns, new campaign choices appear. After you choose a campaign, the Campaign Scenario Startup

Screen displays.


Campaign Scenario Startup Screen


Campaign Information

Invasion Map

Scenario Information

Legal Territory

Starting Bonus

Options


At various points in campaign storylines, you may choose which conflict you want to involve yourself in.

If this is the case, more than one territory on the invasion map will be highlighted. Click on a highlighted

area to choose a scenario. Information about the chosen scenario will be displayed in the Scenario

Information box.


In most scenarios, you will be able to select starting bonus options. Once you are satisfied with your

scenario and bonus selections, click the Begin button to start the campaign scenario. In order to advance

the story of the campaign, you must win the scenario. If you lose, you can replay the scenario.


12


Adventure Map


Each Heroes III game scenario takes place in a part of Erathia. The relevant portion of the land is

represented on the Adventure Map. At the beginning of each scenario, you can only see the areas of the

land within view of your towns and heroes; the rest is shrouded from you. As you send your heroes

exploring, the map is revealed along their path of travel. Subterranean gates act as passages to the

subterranean level. This underground territory is displayed on its own map, which is also revealed as your

heroes travel.


As you explore the map, you will discover treasures, wandering creatures, valuable resources, and a wide

variety of permanent locations. While there are a multitude of different types of permanent locations,

among those you encounter will be mines, which can provide you with steady streams of resources;

abandoned ruins to explore; and creature dwellings where you may recruit troops for your heroes' armies.


You will also encounter heroes and towns belonging to opponents - either human or computer. More

often than not, your scenario mission objectives will require you to make war with other heroes. Combat

between your heroes and other heroes, wandering monsters, and town garrisons takes place on the

Combat Screen (see Combat, pg. 40). When you conquer enemy towns, they become part of your

territorial holdings, adding their many benefits to your cause (see Towns, pg. 49).


This section describes the Adventure Map screen interface for campaign and single-player games. For

explanations of the particular interface differences encountered in multiplayer games see Multiplayer

(pg. 59).


Game Play


On each Erathian day, players can move their forces and manage their territories in turns. This does not

happen simultaneously — rather, each player, starting with you (the human player) takes a turn, and then

passes on play to the next player. Once all players have had their turn, the current day ends and a new

day begins.


At the beginning of each day, mines and cities you control add to your resources. Resources represent

gold and raw materials you may spend to improve your towns, recruit troops, and perform other actions.

Town buildings producing creatures do so on the first day of the week (see Towns, pg. 49). The current

date appears at the lower right corner of the Adventure Map screen.


13


Adventure Map View


Adventure Map

Resource Mine

Town

World Map

Obelisk

Treasure

Hero Selector Buttons

Hero

Control Buttons

Town Selector Buttons

Subterranean Gate

Status Window

Shroud

Date

Rollover Bar

Resource Bar

Ship

Wandering Monsters

Loose Resource


The Adventure Map


You may scroll the Adventure Map in the direction you want by moving the cursor to the screen's edges

and corners (diagonal scrolling). The red box displayed in the World Map indicates what portion of the

map is shown in the Adventure Map display. Clicking in the World Map centers this box at the cursor.

You may also drag the box around the World Map.


Identifying text appears in the Rollover Bar as you move the cursor over map features. You may

right-click on anything appearing on the Adventure Map to display further information.


Heroes


You may have up to eight heroes on the Adventure Map at any given time; if you have more than eight

heroes in the field, any extras must be commanding town garrisons (see Towns, pg. 49). Heroes on the

Adventure Map carry their player's flag color.


Heroes travel with their armies, made up of creatures arranged in groups called troops. Each troop can

hold one or more creatures, but all the creatures in the troop must be of the same creature type. A hero's

army must have at least one troop and can include up to seven. In battle, a hero leads the battle by

commanding their army rather than fighting directly.


14


Selecting a Hero


The Hero Selector buttons on the right side of the Adventure Screen are used to select your

individual heroes. Clicking a hero's button selects the hero and centers the Adventure Map display on

that hero. If you have more than five heroes, you may need to click the scroll buttons to display a hero's

selector button. Double-clicking on a Hero Selector button brings up a hero's Hero Screen (see

Heroes and the Hero Screen, pg. 23).


On the left side of each Hero Selector button is a green bar which shrinks as the hero's movement

allowance is used up. The blue bar on the right side of each button measures what percentage of the hero's

spell points he or she has left. Spell points are spent when a hero casts spells. For more information, see

Magic System (pg. 55).


Moving Your Hero


When you click on the Adventure Map at a location the currently selected hero can move to, a line of

arrows, indicating the path the hero must follow, is drawn from the hero to that location now marked by

an X. If the location is within the hero's movement limit for the current day, then the arrows and X

appear in green. If the hero cannot reach the location in one move, brown arrows indicate the length that

must be traveled in the next or subsequent turns. You may change the destination by clicking a

different spot on the map.


Click the X to move the currently selected hero along the path. You may also click on the Move Hero

control button to move the currently selected hero down the path. If you want to halt a moving hero in

mid-movement, click on the Adventure Map. The current path will remain, but the hero will stop

moving. You may resume the hero's movement or select a new destination.


Movement Allowance


How far a given hero can move is determined by the speed of the slowest creature in their army. Creature

speed statistics are listed in the Town and Creature Reference (pg. 81). Distances on the Adventure Map

are measured in tiles.


Movement Allowance Table


Slowest Creature Speed

Super Slow - Extra Slow

Slow

Swift - Extra Swift

Very Swift

Ultra Swift - Super Swift

Quick - Super Fast


Movement Allowance

15 tiles

16 tiles

17 tiles

18 tiles

19 tiles

20 tiles


15


Terrain and Roads


Some terrain is difficult to travel across and reduces the distance a hero can move. Roads increase this

distance. A hero with the Pathfinding secondary skill (see Secondary Skills, pg. 35) is able to reduce the

effects of difficult terrain. This chart explains the effects of terrain on movement:


Terrain Movement Costs


Larger numbers mean slower travel.


Terrain Type

Dirt

Grass

Lava

Subterranean

Cobblestone Road

Dirt Road

Gravel Road

Rough

Sand

Snow

Swamp


Normal

100%

100%

100%

100%

50%

75%

65%

125%

150%

150%

175%


Basic Pathfinding

100%

100%

100%

100%

50%

75%

65%

100%

125%

125%

150%


Advanced Pathfinding

100%

100%

100%

100%

50%

75%

65%

100%

100%

100%

125%


Expert Pathfinding

100%

100%

100%

100%

50%

75%

65%

100%

100%

100%

100%


Example: A hero with Pikemen (Extra Slow) would have a starting movement allowance of 15 tiles.

However, over the difficult terrain of snow, this hero would only move 10 tiles. With Basic Pathfinding,

the movement allowance of this hero would increase to 12 tiles over snow, and with Advanced

Pathfinding, 15 tiles over snow.


Boats


Heroes need boats to move on water. Boats may be: built in Castle, Necropolis, and Fortress towns

located on shores, with shipyards; summoned using the Summon Boat spell; built at Adventure Map

shipyards; or found elsewhere on the Adventure Map — perhaps abandoned by another hero.


Boarding or disembarking from a boat takes the remainder of a hero's movement allowance for the

current day. To put a hero on a boat, click on an unoccupied boat. To disembark a hero, move the boat

carrying that hero to a valid shore location, indicated by the anchor icon. Boat movement is made at a

hero's full movement allowance. A boat can only carry one hero and their army at a time.


The Subterranean Level


Some maps contain a subterranean level. Heroes may enter subterranean gates to pass between the

surface and the underground. Pressing the Elevation Toggle control button switches the Adventure

Map's view between the two levels.


16


Adventure Locations


Towns


Towns provide many benefits to the player in control of them. The

town hall for each town you control adds a quantity of gold to

your daily resource pool. At your towns, your heroes may

recruit troops, replenish their spell points, and learn new spells.

For more information, see Towns (pg. 49) and the Town and

Creature Reference section (pg. 81).


Your Towns


You may select any of your towns by clicking its Town Selector button. When a town is selected, it is

centered in the Adventure Map and its Town Selector button is highlighted. Clicking on a town or its

highlighted Town Selector button a second time displays the town's Town Screen (see Towns, pg. 49).


Your heroes may visit towns you control. To direct a hero to do this, move your hero to a town's front

gate and the cursor will change to a rearing horse. Click, and the hero will enter the town, and the town's

Town Screen will be displayed. If the town has a Mage Guild, the hero will learn any new spells

available that he is able to learn, and his spell points will be replenished after staying for one day (see

Magic System, pg. 55). Only one hero at a time may visit a given town.


Enemy and Neutral Towns


Towns controlled by other players appear on the Adventure Map with that player's flag colors and are

identified in the same color on the World Map. Neutral towns, those not controlled by any player, appear

gray on the World Map. Right-clicking on these towns will display limited information on that town.


When you move the cursor over the front gates of enemy and neutral towns, the sword icon appears

indicating they will be defended by any garrison forces present (see Towns, pg. 49). When you defeat a

town's defenses, the town flies your flag color and becomes part of your territory. You can immediately

make use of the town and draw from its benefits. If no defenders are present, you may simply take the

town by having a hero enter it.


Resource Mines and Loose Resources


When you build structures in your towns or recruit creatures, you use resources — gold, wood, ore,

crystal, gems, mercury, and sulfur. Many other game situations also use them. While there are many ways

to collect resources, the main means of acquiring them is to control resource mines and find loose

resources. When a hero visits a mine, it becomes flagged with the hero's color and begins

producing resources for the hero's player, adding to the player's resource pool on a daily basis. Loose

resources are "picked up" by the hero who visits them. They disappear from the map and are

immediately added to the controlling player's resource pool.


17


Treasure Chests and Artifacts


Heroes may also pick up treasure chests and artifacts. Artifacts are items, usually magical, that provide

their owner with special powers and abilities. When a hero visits an artifact, it disappears from the map

and is added to their inventory (see Heroes, pg. 23). Treasure chests are surprise boxes containing gold,

minor artifacts, or experience.


Other Structures


There are many different types of Adventure Map structures you will encounter. Some of these will

convey special benefits to the heroes who visit them. Some will be places to explore, full of danger and/or

hidden rewards. Others will provide resources, useful information, or artifacts. While you will need to

discover the individual qualities of many of these buildings, some of the buildings you are most likely to

encounter are listed here.


Border Guards and Gates: Border Guard Towers occasionally appear at borders. In order to pass by a Guard

Tower, you will need to visit a local Keymaster's Tent of the same color.


Creature Dwellings: Some structures are the living places of creatures you may recruit to your cause. Their

dwellings may be found on the Adventure Map. Before the creatures serve your cause, you may need to

prove your worthiness by facing them in combat. Once you succeed, the dwelling will fly your flag,

associated towns may receive a creature bonus, and you can recruit troops there. The supply of available

recruits will be replenished once a week.


Obelisks: On some maps, the Grail is hidden. Clues to its location can be found at obelisks.


Wandering Creatures: You may find your hero's way blocked by wandering creatures allied to no particular

player. In order to pass by them, you will need to deal with them. Usually, this means defeating them in

combat. Sometimes the creatures will be favorable to

your cause and will offer to join you, or they may do so

because they are awed by your power. Others, realizing

they have no chance of defeating you, may flee.

Right-clicking on a wandering creature graphic will tell

you the type of creatures camped at the spot and a

rough estimate of their numbers.


Wandering monster troops are randomly assigned a

hostility value from one to ten. Monsters with

higher hostility values are more likely to attack. A

wandering monster troop will be more likely to avoid

combat with hero armies stronger than they or composed of the same creature types. Heroes with the

Diplomacy secondary skill will be attacked less often.


Wandering Creature Population Labels


Label

Few

Several

Pack

Lots

Horde

Throng

Swarm

Zounds

Legion


Population

1-4

5-9

10-19

20-49

50-99

100-249

250-499

500-999

1000+


18


Adventure Map Cursors


Movement Cursors

Clicking on the map where these icons appear will draw a movement path from the current hero to the

desired location.


The current hero can move to this spot in the number of turns indicated in the lower right. (If no

number appears on a movement cursors, the hero can move to the target spot during the current turn.)


Appears when the cursor moves over an adventure location, like a building or mine, the current hero can

visit.


If the current hero is on land, and this cursor appears over a boat, then the hero may enter the boat.


Appears over a water location a hero on a boat may visit.


Indicates a shore location where a hero may land a boat and disembark.


Indicates wandering monsters, enemy towns, enemy garrisons, and enemy heroes a hero may attack.


Appears over heroes the current hero may trade with. When the hero is reached, the Hero Trading screen

is displayed (see Hero Trading, pg. 32)


Appears when you cast the Dimension Door spell. To teleport the casting hero to the new location, click

the destination in the Adventure Map Window.


Selection Cursors

These icons are used to select the current town or hero.


Appears over the current hero or over any of your heroes when a town is selected. Clicking selects the

current hero, or displays the Hero Screen if the hero is already selected.


Appears over your towns. Clicking selects the current town or, if the town is already selected, displays the

Town Screen.


Appears when you cast the Scuttle Boat spell. Click on the boat you wish to cast the spell on.


19


Control Buttons


Kingdom Overview

Elevation Toggle

Quest Log

Sleep/Wake Hero

Move Hero

Adventure Options

Cast Spell

System Options

Next Hero

End Turn


Kingdom Overview: This button displays the Kingdom Overview (see Kingdom Overview, pg. 57).


Elevation Toggle: This button toggles the Adventure Map display between the surface and subterranean

levels.


Quest Log: Click this button to display the Quest Log.


Sleep/Wake Hero: This button puts the current hero in sleep mode. A sleeping hero is passed over

during the Next Hero selection. Wake heroes by selecting them (on the Adventure Map or with their

Hero Selector button) and clicking this button.


Move Hero: If the current hero has a movement path laid, pressing this button will move them along

their path to the extent of their movement allowance.


Cast Spell: If the current hero has a spell book, this button will display their spell book so they can cast

Adventure Spells (see Magic System, pg. 55).


Adventure Options: Click this button to display the Adventure Options (pg. 21). You may click the

✔ button to close this display.


System Options: Click this button to display the System Options menu. You can close the menu by

clicking the Return To Game button.


Next Hero: Clicking this button will select the next awake hero with any movement points down the list.


End Turn: Click this button to end your turn and allow your opponents to take theirs.


20


Adventure Options


View World: This button displays a large scale view of the map in the Adventure Map display. Click on the

Zoom buttons to change the view scale. Click the Puzzle Map button to switch to a view of the Puzzle

Map, or ✔ to exit the display.


Puzzle Map: This button displays the Puzzle Map, which shows the location of the Grail. When your heroes

visit Obelisks, parts of the map are revealed. When the map is fully displayed, you will see an X marking

the spot where the Grail is buried.


Dig: In order to recover the Grail, a hero must dig it out of the ground. Click this button to direct the

current hero to dig at their location. Digging takes a full day, so the hero must not yet have moved

during the current turn.


Scenario Information: Click this button to display information about the current scenario.


Replay Opponent Turn: If you press this button, you can see a replay of your opponents' last turns.


System Options


Hero Speed: Select one of these buttons to set the

movement animation speed of your heroes.


Enemy Speed: These buttons control the movement

animation speed of your enemies. You may also choose to

hide your enemies' movements from you.


Map Scroll Speed: These buttons control how fast the map

view scrolls.


Video Quality: Selects high or low quality video playback.

Show Move Path: Toggles display of hero movement paths.

If you turn the paths off, your heroes will move immediately

towards any destination you click on.


Move Hero Reminder: This toggles on and off the Move Hero Reminder which normally displays at the

end of a turn, if you have any sleeping heroes or heroes with movement points left.


Quick Combat: When this option is on, the game resolves combat for you without displaying the

Combat Screen.


21


Video Subtitles: Toggles subtitles for videos on and off.

Town Building Outlines: When the cursor moves over buildings in the Town Screen, buildings you

can click on may be outlined. These buttons turn on and off the outline display.

Spellbook Animation: Turns on and off the page turn animations in the spell book display.


Disk Options

Load Game: This button displays the Load Game menu. Loading a new game will end the current game.

Save Game: This button displays the Save Game menu to save your current game.

Restart Scenario: Click this button to start the current scenario from the beginning.

Main Menu: Click this button to return to the Main Menu. This will end the current game.

Quit to Desktop: Click this button to close Heroes III and return to Windows.

Return to Game: Click this button to close the System Options menu and return to play.


Sound Options

Music Volume: This control sets the game's music playback volume. Clicking the volume controls to the

left reduces the volume, clicking to the right increases it.

Effects Volume: This control allows you to set the game's sound effect playback volume.


Informational Displays

The Resource Bar

The Resource Bar shows how much of each of the game's resources you currently have.


Rollover Bar

A Rollover Bar is at the bottom of most game menus and interface displays. As you move the cursor over

the screen, displayed text identifies what the cursor is currently over.


Right-Click Information

You may right-click on most game or interface items to display further information about the item. These

displays remain in view as long as you hold down the right mouse button.


Status Window Information

Information about the currently selected hero, town, or resource, as well as number of towns and allies,

appears in the box at the lower right corner. You may click on this box to toggle between the various

displays available.


22


Heroes and the

Hero Screen

Actions in the Heroes III game are performed by heroes. Heroes explore the land, sea, and underground.

They gather treasures, resources, and other artifacts. They secure towns and Adventure Map structures,

adding them to your territory. Heroes travel with troops recruited at towns and other locations. With these

armies they can engage in battles against your enemies or lead the defense of your towns. As heroes

explore and battle, they gain experience points. When they have enough experience points, they go up a

level. At each level, heroes gain new skills and increase their abilities at skills they already possess.

In most scenarios, you start with at least one hero under your command. You can gather more heroes to

your cause by recruiting them in your town taverns. Heroes may be stationed in your town garrisons or

may roam the lands of Erathia. Garrisoned heroes lead troops stationed in a town's garrison if the town

is attacked by an enemy hero. You can have one garrisoned hero per town and up to eight roaming heroes

at any one time.


Hero Types

There are sixteen different types of heroes — two for each

of the eight town types. One type specializes in the use

of magic, the other is more battle-oriented. Heroes of all

types may be recruited in any town.


23


Castle Heroes

Knight: Knights are brave and noble warriors dedicated to good and righteousness. While they can learn

magic skills, they are by far more dedicated to the pursuit of martial knowledge.

Cleric: Clerics are members of the fighting forces of their holy orders. They pursue a range of knowledge,

both martial and mystical.


Dungeon Heroes

Overlord: Overlords build dungeon lairs to protect their gains acquired through conquest. Ruling

through intimidation, they tend to be warriors who know the value of magic. They often wear armor

designed to enhance the ferocity of their appearance.

Warlock: Warlocks learn magic for the power it gives them to achieve dark and selfish goals. More than

any other hero, they focus on the pursuit of magical knowledge over other values. Warlocks often flaunt

their power, using magic to alter their features.


Fortress Heroes

Beastmaster: Through physical force and intimidation, Beastmasters build their realms by subjugating

those dwelling nearby,. As a consequence, they are little interested in the pursuit of mystical knowledge.

Beastmasters often costume themselves in the likeness of vicious swamp creatures.

Witch: Witches are adept at the use of magic powered by rare ingredients gathered from swamplands.

Learning this knowledge takes a focus that allows for little advancement of military knowledge.


Inferno Heroes

Demoniac: Demoniacs are people (often ex-Heretics) who have been completely possessed by one or

more demons. Though they have a natural predisposition to gaining magical power, Demoniacs also

acquire balancing military skills as well.

Heretic: Heretics aim to harness demonic forces to their bidding. While they tend to train themselves

with warrior skills, they must also know enough magic to control their infernal allies. Heretics can often

be recognized by the number of protective wards and markings they wear to ward off demonic attacks.


24


Necropolis Heroes

Death Knight: Death Knights are knights resurrected as liches. While they maintain their former

martial learnings, their new forms open them more freely to the learning of magic.

Necromancer: Necromancers are magic users seduced by the easy power of death magic. The price of

their art is its practice slowly drains life from its wielders — eventually transforming them into liches.


Rampart Heroes

Ranger: Rangers are warriors born of the woods, skilled at hunting and tracking. Their dedication to

the protection of the wilderness leads them to pursue a wide range of knowledge, concentrating on

martial and outdoor skills.

Druid: Druids are mystics who draw their power from a harmonic relationship with the land. While they

pursue their mystical knowledge, their outdoor living causes them to acquire a balance of physical skills.


Stronghold Heroes

Barbarian: Barbarians are little concerned with anything outside the pursuit of military might.

Consequently, they advance most quickly in attack based skills and slowly in all others. Barbarians wield

massive weapons and wear little armor.

Battle Mage: Battle Mages are Barbarians with limited spellcasting abilities. While they advance their

ability at magic, they also study the arts of war. Battle Mages often wear trophies, gathered from slain

foes, from which they derive additional power.


Tower Heroes

Alchemist: Alchemists are skilled in physical and chemical magic, particularly so in the building and

animation of golems. Working their craft builds muscular strength, which makes Alchemists ready

learners of military skills as well. Their armor is composed of rare metal alloys created through their skill

in alchemy.

Wizard: Wizards are dedicated pursuers of mystical and magical knowledge. While they may lend little

to the direct military aspect of a battle, they are likely to turn the tide in their favor with use of mighty

arcane forces. Wizards seldom wear any armor, relying on their control of magic to protect them.


25


The Hero Screen

Hero Portrait


Hero Name, Level, Class


Morale


Luck


Primary Skills

Paper Doll


Specialty

Experience


Hero Selector


View Spell Book

Backpack

Spell Points


Dismiss Hero


Secondary Skills


View Quest Log


Hero's Army


Army Formation Selector


Exit

Split Army


Information about each hero you control can be viewed on their individual Hero Screen. The Hero

Screen can be displayed from the Adventure Map screen by double-clicking on a hero's Hero Selector

button or by double-clicking on the hero directly on the map. The Hero Screen is also used to

organize the hero's items and armies.


26


Morale


Luck


This icon represents the basic morale rating of the

hero's army. In combat, low morale can cause

creatures to freeze. High morale can allow them

extra attacks (see Combat, pg 40). Click on the

icon to display a list of morale-affecting factors.


This icon represents the current basic luck rating

of the hero's army. Good luck increases a

creature's chance to do maximum damage (see

Combat, pg. 40). Click on the icon to display a

list of factors modifying the army's luck.


High Morale


Excellent Luck


Normal Morale


Good Luck


Low Morale


Positive Luck


Neutral Luck


Specialty

Each hero has a special ability. Click on this icon to display information about it.


Experience

Displays the hero's current experience points. Click the icon to display the hero's current level and the

experience points needed to reach the next level (see Skills, pg. 33).


Spell Points

This displays the hero's current and maximum spell points. (For example, "15/20" means that the hero

currently has 15 spell points out of a maximum of 20). Click the icon for a more verbose display (see

Magic System, pg. 55).


Primary Skills

These icons display your hero's four primary skills — Attack, Defense, Power, and Knowledge (see Skills pg. 33).


Secondary Skills

Each hero can have up to eight different secondary skills. Icons representing these skills are displayed in

these slots. Each skill can be performed at a basic, advanced, or expert level (see Skills, pg. 33). Click on

each icon to display information about the skill.


27


Hero's Army

These seven slots display the troop stacks in the hero's army. Each troop stack portrait has a number

indicating how many creatures are in each slot. The slot a troop stack occupies affects where the troop

appears on the battlefield (see Combat, pg. 40). There are several things you can do with this display to

manage your hero's army.


Displaying Creature Information

Clicking on a highlighted troop stack displays its creature information as follows.

Portrait: This is a picture of the creature as it will appear on the battlefield. The number in the

lower right corner is the number of creatures in the troop. Above the portrait is the creature's name.

Attack: This is the creature's attack rating. The number in parenthesis represents the rating as affected

by the hero's Attack skill and other factors.

Defense: This is the creature's defense rating. In parenthesis is its rating as affected by modifying factors.

Shots: Creatures with ranged attacks have a limited number of shots. This displays how many are left.

If there is no number here, then the creature has no ranged attack.

Damage: This shows the range of damage the creature does when it attacks.

Health: This shows the creature's maximum health points.

Health Left: This shows how many health points the top creature in the troop has left.

Speed: This is the creature's speed rating.

Morale: This shows the creature's current, individual morale rating.

Luck: This is the creature's current, individual luck rating.

Affecting Spells: Spells currently cast on the creature are shown here.


Name


Portrait

Luck


Number of Creatures

Morale


Affecting Spells

Dismiss Army


Close


28


Dismissing a Troop

If you wish to remove a troop from the hero's army, display the troop's Creature Information window and

then click the Dismiss Troop button. All heroes in the field must have at least one troop, so you

cannot dismiss a hero's last troop.


Upgrading a Troop

Each creature is available in a basic and upgraded version. If a hero visits a town capable of generating a

creature's upgraded version, you may upgrade any basic level creatures by pressing the Upgrade Troop

button.


Combining Two Troops of Like Creatures

If you have two troops containing identical creatures, you can combine them into one troop. Do this by

highlighting one troop, then clicking on the second one. The creatures in the first troop will be absorbed

into the second.


Splitting Troops

You can take a troop with two or more creatures in it, and split it into two troops. To do this, highlight

the troop, click the Split Troop button, and then click on an empty troop slot or troop of like creatures.

The Split Troop control will appear.

To split the current troop, move the slider control to the right. As you do so, creatures will be transferred

from the originating troop. Click ✔ when you are satisfied, or click the Cancel button to cancel the

operation.

Originating Troop


New Troop


Slider


Split


Cancel


Move a Troop to an Empty Troop Slot

To move a troop from its current troop slot to an empty one, click on the troop to highlight it, and then

click on the slot you want to move it to.


29


Switch the Positions of Two Troops

To have two different troops trade their troop slot

positions, click on one of the troops to highlight it, and

then click on the second troop.

Loose Formation


Tight Formation


Tactics Formation


Army Formation Selector

You may choose how a hero's troops are arrayed on the battlefield using the Army Formation Selection

buttons. Choosing Loose Formation will cause the troops to be arrayed in a loose line, while choosing

Tight Formation will array them in a tight line. If a hero has the Tactics secondary skill, the Tactics

Formation button turns on and off the Tactics formation option. When Tactics formation is on, the

hero's armies can be moved about the battlefield prior to the beginning of a battle (see Combat, pg. 40).


Dismiss Hero

Click this button if you wish to dismiss the displayed hero. If you do this, the hero will leave your

service. He or she may later appear for hire in one of your town taverns, or may end up in the service of

one of your enemies.


View Quest Log

Click on this icon to display the Quest Log. The text displayed lists quests your heroes have

accepted. The quest log scrolls up/down using a scroll bar.


30


View Spell Book

Click on this icon to display the spell book (see Magic System, pg. 55).


Hero Inventory

As heroes collect artifact items and war machines, they appear in their inventory. To display information

about an inventory item, right-click on its icon.

In order to gain the benefits of these items, the hero must equip them. Many items must be worn or held

by the hero. In order to equip a worn item, drag its icon from the hero's backpack to the appropriate slot

on the hero's body diagram. Note this means a hero can only wear one helmet, one set of boots, etc. at a

time. Some items are not worn but must still be equipped. Up to four of these may be equipped at one

time by placing them in the miscellaneous equipment slots. Sixty-four non-equipped items may be carried

by a hero in their backpack. Click the scroll arrows to scroll the backpack contents display.

There are four equipment slots reserved for any war machines the hero may be carrying. Only the

Catapult, Ballista, Ammo Cart, and First Aid tent may be placed in these slots. A hero may only carry

one of each war machine type at any one time.

Helmet


Necklace


Ballista

Ammo Cart


First Aid Tent


Right Hand (Offensive)


Catapult


Right Hand Ring


Left Hand Ring


Torso


Left Hand (Defensive)


Miscellaneous


Cape


Feet


Spell Book


Backpack


31


Hero Trading

When two, allied heroes meet on the Adventure Map, they may trade inventory items and troops. To

initiate a trading session between two of your heroes, make one of them the current hero and then click

on the second hero to move them together. When you do this, the Hero Trade Screen appears.

The Hero Trade Screen displays each hero's basic statistics, their troop slots, and their inventories. You

may perform the following actions on the Hero Screen:

Hero One


Primary Skills


Quest Log


Hero Two


Secondary Skills

Hero Two's Army


Hero One's Army

Split Stack

Hero One's Inventory

Hero Two's

Inventory


Spell Book


Exit


Adjust Inventory Items and Trade Them Between the Heroes

You can adjust the placement of inventory items for allied heroes, or trade items between them. To move

an item, drag it to an empty backpack or hero equipment slot. Inventory items may only be placed in

hero backpacks or in their appropriate equipment slots as described in Hero Inventory, above.


Adjust Troops and Trade Them Between the Heroes

You may move, split, combine, swap, and dismiss troops as described in Hero Army, above. These actions

may also be performed between the two heroes' troop slots. Since each hero must always have at least one

troop, you will not be allowed to trade away or dismiss a hero's last troop.

Note: Trades between different players with allied heroes is "one-way." You may give, but not take.


32


Display Information about a Hero

You may click on the icons representing the heroes' skills, experience and specialty to display

information about them. Click on a hero's portrait to display the hero's Hero Screen. To display a hero's

Quest Log, click on their View Quest Log button.


Level Advancement

When a hero wins a battle, he or she gains experience points. Experience points may also be gained at

various Adventure Map locations or by picking up treasure chests. When treasure chests contain gold,

you are offered the choice of keeping the gold or giving it to the local peasants. If you give up the gold,

the hero gains experience points.

Once a hero gains a certain amount of experience points, he or she goes up a level. At each level, the

hero advances one primary skill and one secondary skill.


Skill Advancement

Each time a hero reaches a new level, one of their primary skills is advanced by one point. Each hero may

also gain expertise in up to eight secondary skills. When a hero gains a level, the Skill Advancement

Screen appears. You will be offered two secondary skill advancements to choose from. Making the choice

will either advance the hero's expertise in a secondary skill he or she already knows, or give the hero an

entirely new skill at a basic level of expertise. Right-click on a skill icon to display information about the

skill. Click on an icon to choose the skill advancement for your hero.


Skills

Primary Skills

All heroes attain ability in the four primary skills — Attack, Defense, Power, and Knowledge. Martially

oriented heroes, like Knights and Rangers, will have their Attack and Defense skills advance more

rapidly. Heroes studying magic, like Wizards and Necromancers, will more often gain Power and

Knowledge. The Primary Skill Advancement by Class table displays the chance a particular primary skill

will advance when a hero reaches a new level. After a hero reaches level 9, their advancement

generally becomes more balanced.

Attack


A hero's Attack skill number is added to each of their creature's attack rating,

increasing the amount of damage they do in combat.


Defense


A hero's Defense skill is added to each of their army creature's defense rating, which

decreases the amount of damage they take from enemy attacks.


Power


When a hero casts a spell, their Power skill number determines how powerfully a spell

is cast. While this effect will vary from spell to spell, the Power skill number most

often determines how long a spell's effect lasts or how much damage it does.


Knowledge


Each point of Knowledge a hero possesses adds ten points to their maximum spell

point total. Spell points are spent when spells are cast (see Magic System, pg. 55).


33


Primary Skill Advancement by Class


Hero Class and Level

Alchemist 2-9

Alchemist 10+

Barbarian 2-9

Barbarian 10+

Battle Mage 2-9

Battle Mage 10+

Beastmaster 2-9

Beastmaster 10+

Cleric 2-9

Cleric 10+

Death Knight 2-9

Death Knight 10+

Demoniac 2-9

Demoniac 10+

Druid 2-9

Druid 10+

Heretic 2-9

Heretic 10+

Knight 2-9

Knight 10+

Necromancer 2-9

Necromancer 10+

Overlord 2-9

Overlord 10+

Ranger 2-9

Ranger 10+

Warlock 2-9

Warlock 10+

Witch 2-9

Witch 10+

Wizard 2-9

Wizard 10+


Attack

30%

30%

55%

30%

30%

25%

30%

30%

20%

20%

30%

25%

35%

30%

10%

20%

15%

20%

35%

30%

15%

25%

35%

30%

35%

30%

10%

20%

5%

20%

10%

30%


Defense

30%

30%

35%

30%

20%

25%

50%

30%

15%

20%

25%

25%

35%

30%

20%

20%

15%

20%

45%

30%

15%

25%

35%

30%

45%

30%

10%

20%

15%

20%

10%

20%


Power

20%

20%

5%

20%

25%

25%

10%

20%

30%

30%

20%

25%

15%

20%

35%

30%

35%

30%

10%

20%

35%

25%

15%

20%

10%

20%

50%

30%

40%

30%

40%

20%


Knowledge

20%

20%

5%

20%

25%

25%

10%

20%

35%

30%

25%

25%

15%

20%

35%

30%

35%

30%

10%

20%

35%

25%

15%

20%

10%

20%

30%

30%

40%

30%

40%

30%


34


Secondary Skills

There are twenty-eight different secondary skills in the game. Each may be held at a basic, advanced, or

expert level of ability. Each hero can learn up to eight different secondary skills.


Secondary Skill Descriptions

Air Magic


Description

Basic

Advanced

Expert


Increases the effectiveness of Air Magic spells cast by the hero.

Air Magic spells are cast at the basic level (see Spell Reference, pg. 64).

Air Magic spells are cast at the advanced level.

Air Magic spells are cast at the expert level.


Archery


Description

Basic

Advanced

Expert


Increases the damage done by ranged attackers in the hero's army.

Ranged attack damage is increased by 10%.

Ranged attack damage is increased by 25%.

Ranged attack damage is increased by 50%.


Armorer


Description

Basic

Advanced

Expert


Reduces the amount of damage received by the hero's troops in combat.

Damage inflicted on troops is reduced by 5%.

Damage inflicted on troops is reduced by 10%.

Damage inflicted on troops is reduced by 15%.


Artillery


Description


Gives the hero manual control over their ballista, increases its number of

shots per round to two, and increases the ballista's chance for dealing double damage.

Ballista shots have a 50% chance of dealing double damage.

Ballista shots have a 75% chance of dealing double damage.

Ballista shots deal double damage.


Basic

Advanced

Expert


Ballistics


Description

Basic

Advanced

Expert


Gives the hero manual control over the Catapult and increases its number of

shots, accuracy, and damage.

A Catapult lobs one shot with a 60% chance to hit the intended target wall.

Chances to inflict maximum damage are 50%. Until all siege walls are destroyed,

chances to hit arrow towers or the drawbridge is less than 60%.

Same as basic, except the Catapult can lob two shots.

A Catapult can lob two shots for maximum damage, each with a 75% chance to

hit the intended target wall. Until all siege walls are destroyed, chances to hit

arrow towers or the drawbridge is less than 75%.


35


Diplomacy


Description

Basic

Advanced

Expert


Increases the chance wandering creatures will offer to join the hero's

army and lowers the cost of surrendering to another hero.

25% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 20%.

50% of creatures normally fleeing from your army offer to join. Cost of surrendering is reduced by 40%.

All creatures normally fleeing from your army offer to join. Cost of

surrendering is reduced by 60%.


Eagle Eye


Description

Basic

Advanced

Expert


Gives the hero a chance to learn spells cast by enemy spellcasters in battles.

The hero has a 40% chance to learn spells of second level or below.

The hero has a 50% chance to learn spells of third level or below.

The hero has a 60% chance to learn spells of fourth level or below.


Earth Magic


Description

Basic

Advanced

Expert


Increases the effectiveness of Earth Magic spells cast by the hero.

Earth Magic spells are cast at the basic level (see Spell Reference, pg. 68).

Earth Magic spells are cast at the advanced level.

Earth Magic spells are cast at the expert level.


Estates


Description

Basic

Advanced

Expert


The hero produces gold for their player's resource pool.

125 gold per day is generated.

250 gold per day is generated.

500 gold per day is generated.


Fire Magic


Description

Basic

Advanced

Expert


Increases the effectiveness of Fire Magic spells cast by the hero.

Fire Magic spells are cast at the basic level (see Spell Reference, pg. 72).

Fire Magic spells are cast at the advanced level.

Fire Magic spells are cast at the expert level.


First Aid


Description

Basic

Advanced

Expert


Increases the effectiveness of the First Aid Tent war machine and gives the

player manual control over what troop the First Aid Tent targets. The

First Aid Tent regenerates damage done to the first creature in a target troop.

Regenerates up to 50 health points of the top creature in a troop.

Regenerates up to 75 health points of the top creature in a troop.

Regenerates up to 100 health points of the top creature in a troop.


36


Intelligence


Description

Basic

Advanced

Expert


Adds a bonus to the hero's maximum spell points.

Maximum spell points is increased by 25%.

Maximum spell points is increased by 50%.

Maximum spell points is doubled.


Leadership


Description

Basic

Advanced

Expert


The hero's troops gain a morale rating bonus. Necromancers and

Death Knights cannot learn this skill.

Morale is increased by one.

Morale is increased by two.

Morale is increased by three.


Learning


Description

Basic

Advanced

Expert


Increases the amount of experience the hero gains from combat.

Earned experience is increased by 5%.

Earned experience is increased by 10%.

Earned experience is increased by 15%.


Logistics


Description

Basic

Advanced

Expert


Hero's land movement range is increased.

Range is increased by 10%.

Range is increased by 20%.

Range is increased by 30%.


Luck


Description

Basic

Advanced

Expert


The hero's troops gain a bonus to their luck rating.

Luck is increased by one.

Luck is increased by two.

Luck is increased by three.


Mysticism


Description

Basic

Advanced

Expert


Increases the number of spell points the hero regenerates each day.

Spell point regeneration is increased to two points per day.

Spell point regeneration is increased to three points per day.

Spell point regeneration is increased to four points per day.


Navigation


Description

Basic

Advanced

Expert


Increases the hero's movement range over water in boats.

Water range is increased by 50%.

Water range is increased by 100%.

Water range is increased by 150%.


37


Necromancy


Description

Basic

Advanced

Expert


When the hero wins in battle, a portion of the opposition killed is resurrected

as skeletons and added to the hero's army.

10% of enemy creatures killed are resurrected.

20% of enemy creatures killed are resurrected.

30% of enemy creatures killed are resurrected.


Offense


Description

Basic

Advanced

Expert


Increases the amount of hand-to-hand damage the hero's troops inflict in

combat.

Inflicted damage is increased by 10%.

Inflicted damage is increased by 20%.

Inflicted damage is increased by 30%.


Pathfinding


Description

Basic

Advanced

Expert


Reduces the movement penalty suffered by the hero when moving over

rough terrain.

See Terrain Movement Costs, pg. 16.


Resistance


Description

Basic

Advanced

Expert


Creates a chance enemy spells cast on the hero's troops will fail and have

no effect.

5% chance of spell failure.

10% chance of spell failure.

20% chance of spell failure.


Scholar


Description

Basic

Advanced

Expert


Allows the hero to exchange spells with other heroes during trading sessions. Spell

exchange occurs automatically when the Hero Trade Screen appears. The hero

learns spells he or she doesn't know and teaches spells unknown to the hero traded with.

Teach and learn spells second level and below.

Teach and learn spells of third level and below.

Teach and learn spells of fourth level and below.


Scouting


Description

Basic

Advanced

Expert


Increases the hero's view radius, which expands the area of the Adventure

Map revealed as the hero travels into unknown territory.

Hero's view radius is increased by one square.

Hero's view radius is increased by two squares.

Hero's view radius is increased by three squares.


Sorcery


Description

Basic

Advanced

Expert


Increases the damaging effect of spells cast by the hero. Effect varies

depending on the spell cast.

Effectiveness of cast spells is increased by 5%.

Effectiveness of cast spells is increased by 10%.

Effectiveness of cast spells is increased by 15%.


38


Tactics


Description

Basic

Advanced

Expert


Enables you to arrange the hero's troops on the battlefield prior to the

start of combat.

See Combat (pg. 42).

See Combat (pg. 42).

See Combat (pg. 42).


Water Magic


Description

Basic

Advanced

Expert


Increases the effectiveness of Water Magic spells cast by the hero.

Water Magic spells are cast at the basic level (see Spell Reference, pg. 76).

Water Magic spells are cast at the advanced level.

Water Magic spells are cast at the expert level.


Wisdom


Description

Basic

Advanced

Expert


Allows the hero to learn spells beyond the second level.

The hero can learn third level spells and below.

The hero can learn fourth level spells and below.

The hero can learn all spells.


39


Combat

Whenever you come into direct conflict with an enemy hero, wandering creature, enemy town, or

creatures guarding a structure on the Adventure Map, the ensuing battle is resolved on the Combat

Screen. The Combat Screen displays a detailed map of the battlefield.

The terrain you fight on depends on where the conflict takes place on the Adventure Map. If you fight

the enemy at a fortified town, you fight in siege combat. Ship-to-ship combat occurs when one boat

attacks another. If a battle takes place on open terrain or at an unfortified town, it is fought in field

combat. In field combat, the attacking forces are arrayed on the left side of the screen, while the

defenders appear on the right side. In siege combat, the attackers are on the left, while the defenders are

arrayed on the right, behind protective walls. In the case of ship-to-ship combat, both sides are

protected by their ship's gunwales.

Combat takes place between creatures. If a hero is present on either side, he or she does not directly

engage in attack or defense. Heroes lead the battle and may cast combat spells (see Magic System,

pg. 55) if they are able. Individual creatures are part of troops which may contain more than one

member, but are represented on the battlefield as a single unit. Each side may have as many as seven

troops. Each troop can only contain creatures of the same type. If a hero is equipped with war machines,

these appear on their side of the battlefield.

Combat sequence is broken into rounds. Each troop or war machine can perform one action per round.

All combat units take turns completing their actions. Which unit goes first is determined by the unit's

speed rating, with faster units going before slower ones. If there are two creatures of equal speed, the

attacker will go first. Actions can consist of moving, engaging in hand-to-hand or ranged attacks,

casting spells, using special abilities, waiting or defending.

Combat ends when one side retreats, surrenders, or is completely eliminated. Heroes who win the battle

receive experience points, and collect the artifacts of defeated enemy heroes. If a player's hero defeats the

forces guarding a town, the town becomes part of that player's territory.


40


Combat Screen


Obstacle

Defensive Side


Offensive Side

Hero


Ammo

Cart

Ballista


First Aid

Tent


Message Scroll

Arrows


Troop Stack


Combat Options Surrender


Retreat


Auto Combat


Message Window


Cast Spell


Wait


Defend


Conducting Combat

Arraying Your Forces

On each hero's Hero Screen are Formation buttons used to set the manner in which their forces are

initially placed on the battlefield (see Hero Screen, pg. 23). The formation options available are loose

and tight.

Distances on the battlefield are measured in hexes. The easiest way to understand this is to turn on the

grid overlay. To do this, click on the Combat Options button to display the Combat Options Menu,

then click the View Hex Grid button. Close the menu by clicking the Return to Game button. Now

the battlefield should be overlaid with a pattern of hexagons.

In loose and tight formations, a given hero's forces will appear on his battlefield side's back hex row. Where a

given troop will appear depends on which Troop Slot they occupy on the hero's Hero Screen.


41


Tactics Formation

If you have heroes with the Tactics secondary skill, you can click the Tactics Formation button on their Hero

Screen. Then, if they do battle with forces lead by a Hero with no Tactics skill, or have the skill at a lesser

level, or if they meet a force not lead by a hero, you have the opportunity to arrange your hero's forces on the

battlefield prior to the beginning of combat. During this special tactics phase, you may move the highlighted

troop where you please, according to the following table. Click the Next Creature button to highlight a

different creature. Click the Start Combat button to start the battle when you are done.


Tactics Formation Table

Tactics Advantage


Placement Allowed


Three degrees higher

Two degrees higher than enemy

One degree higher than enemy

Equal or lesser skill level


Within the first seven hex columns

Within the first five hex columns

Within the first three hex columns

Troops are placed according to selected loose or tight formation


Troop Actions

Once combat begins, each troop can perform one action per combat round. Each troop takes its turn

according to its speed rating. When a troop's turn arrives, it becomes highlighted. Troops can perform

the following actions:


Moving

The highlighted troop can move to a new hex. How far the troop can travel depends on its speed rating.

Flying creatures move in a straight line to their destination and can surmount obstacles, including walls.

Ground walking creatures must move around objects they encounter. To move a troop, click on a

battlefield location within its movement range.


Make a Hand-to-Hand Attack

All creatures can approach enemy troops and attack them to inflict damage. Damage reduces creature

health points, killing them if their health points are reduced to zero. To perform a hand-to-hand attack,

click on the enemy troop within the highlighted creature's movement range. Your creature will approach

the enemy and strike it. Creatures possessing ranged attack capabilities will only perform hand-to-hand

attacks on adjacent enemies.


Perform a Ranged Attack

Many creatures can perform ranged attacks by firing a projectile at an enemy target. To do this, click on

the enemy you wish to shoot. Creatures with ranged attacks have a limited number of shots and can fire

only when there are no adjacent enemies.


42


Casting a Spell

Some creatures can cast spells on friendly units (see Magic System, pg. 55). To cast a spell, click on the

appropriate target troop.


Wait

If you want a troop to delay its action, click the Wait button. Play will pass on to the next creature and return

to the waiting creature at the end of the first phase, after all other creatures have had a chance to move.


Defend

If you want to skip a creature's action phase entirely, click the Defend button. The creature will be in

defense mode for the remainder of the round and will gain a bonus of 20% to their defense rating.


Make a Special Attack

Many creatures have special attacks. Usually these take place when the creature makes a particular attack,

either hand-to-hand or ranged. Depending on the circumstances, the player may or may not have

control over special attacks. For specifics, consult your creatures' information in Town and Creature

Reference (pg. 81).


Counterattacks

When one troop strikes another in a hand-to-hand attack, the defending troop can deliver a

counterattack. Counterattacks are made automatically against the first troop attacking a troop in a given

round. While some creatures have special abilities allowing them to make multiple counterattacks, most

creatures can make only one counterattack per round. The defending troop must survive the attack to

deliver a counterattack.


Damage Calculation

When one troop strikes another, the damage inflicted is determined by this formula:

1. Each creature has a damage range. A random number is chosen within this range for the attacking

creature type.

2. This number is multiplied by the number of creatures in the attacking troop.

3. A damage bonus is added/subtracted depending on the difference between the attacker's Attack skill

and the defender's Defense skill. If the attacker's Attack skill is higher, then damage is increased by

5% per point of difference (up to a maximum of 400%). If the Attack skill is lower, then damage is

reduced by 2% per point of difference (to a minimum of 30%). The resulting number is the amount

of inflicted damage.

4. Inflicted damage is subtracted from the health points of the creatures in the defending troop, one at

a time. If a creature's health points are reduced to zero, the creature dies. Damage is carried over

round-to-round in combat, and healed completely at the end of combat.


43


Morale

Each army has a morale rating which acts as a bonus to the individual morale of its troops. Troops in an

army with positive morale have a chance for a second action during their action phase. Troops with

negative morale have a chance of freezing each round. The morale rating for an army is normally zero

but is affected thusly:

-1 if undead creatures are mixed with living creatures

+ 1 if all creatures are of the same town type (except Necropolis)

-1 for each town type mixed beyond two town types


Undead creatures and elementals have a morale of zero, independent of their army's morale rating.

Various creatures, spells, hero skills, town buildings, adventure sites, and artifacts can permanently, or

temporarily affect morale.


Morale Effects

Troop Morale

3

2

1

0

-1

-2

-3


Effect on Troop

12.5% chance of acting again

8.3% chance of acting again

4.2% chance of acting again

Nothing

4.2% chance of freezing

8.3% chance of freezing

12.5% chance of freezing


Luck

Each army has a luck rating. Troops in armies with good luck (a positive luck rating) have a chance to

inflict double damage when they strike. Various spells, hero skills, town buildings, adventure sites, and

artifacts can permanently or temporarily affect the luck of armies or individual creatures.


Luck Effects

Troop Luck

3

2

1


Chance for Double Damage

12.5%

8.3%

4.2%


44


Effects of Native Terrain

Any army composed entirely of creatures native to the same

terrain suffers NO movement penalty when traversing its native

terrain (example – a Wizard leading all Tower troops has no

movement penalty on Snow). The army would spend movement

points as though it was traveling on open grass terrain.


Heroes in Combat


Town Native Terrain

Town Type

Castle

Rampart

Tower

Inferno

Necropolis

Dungeon

Stronghold

Fortress


Native Terrain

Grass

Grass

Snow

Lava

Dirt

Subterranean

Rough

Swamp


Heroes do not engage directly in fighting. However, sides led by a hero can enjoy many benefits. A hero's

Attack and Defense skills are applied as bonuses to their troops' attack and defense ratings. Other skills

possessed by heroes, such as the Archery and Leadership secondary skills, can add further benefits. They

can also be equipped with war machines and artifacts to aid their army's strength.

Heroes meeting the proper requirements (see Magic System, pg. 55) can cast combat spells once per round.

To have your hero cast a spell, click the Cast Spell button. This will display your hero's spell book with only

combat spells displayed. To cast a spell, choose it from the book and then select a target, if appropriate.


Ending Combat

Combat continues — round after round — until one or both sides lose all of their troops, one side retreats,

or one side surrenders.


Loss of Troops

If a side has troops remaining after all opponent troops are lost, then that side wins. If a hero leads the

winning side, then the hero gains additional experience points. More experience points are gained for

defeating tougher opponents. The winning hero also gains any artifacts carried by the opponent hero.

Losing heroes don't die, but they do disappear from the Adventure Map. Later, they may be available for

recruitment in taverns (see Towns, pg. 49).


Surrender

If both sides are lead by heroes, one hero may surrender to the other. The surrendering hero must pay a

fee to the other hero in exchange for safe passage. To surrender, click the Surrender button. You will be

offered surrender terms, which you may either accept or decline. If you decline the terms, combat

continues. If you accept, your hero gets to keep their artifacts and troops but disappears from the

Adventure Map. Immediately after, the hero reappears in one of your town taverns for

possible re-enlistment.


Retreat

A side lead by a hero may choose to retreat. The retreating hero loses all troops but keeps all carried

artifacts. To retreat, click the Retreat button. Your hero will disappear from the Adventure Map, and

reappears in your town taverns.


45


Siege Combat

When a hero attacks a fortified town, siege combat ensues. The attacking forces are placed outside the

town walls, and the defending forces stationed in the town's garrison (see Towns, pg. 49) are placed

within. Town walls block the movement of ground walking creatures and hamper the attacks of ranged

attackers. Ground walkers can pass through breaches in the walls caused by Catapult damage or the

drawbridge — which can be opened by the town defenders. The drawbridge cannot be opened by

attackers; however, a Catapult can knock it down.

Town walls are created when a fort is built in a town. A moat and an arrow tower appear when a fort is

upgraded to a citadel. When the citadel is upgraded to a castle, two more arrow towers are added and the

town walls are fortified. Arrow towers fire once a turn, targeting an attacking troop. The rear arrow tower

fires with twice the strength of the forward two arrow towers.

Moat


Arrow Towers


Attacking Hero


Catapult


Drawbridge


Walls


Each town type has a unique moat. Each are described in the Town and Creature Reference section

(pg. 81). When a unit enters a moat, its movement ends for that round, though it will be able to move

out of the moat on its next move. As long as a unit remains in the moat, its defense is reduced.

Each hero is equipped with a Catapult, which is a war machine used only during siege combat. A Catapult

can only target walls and arrow towers. If the attacking hero has the Ballistics secondary skill, he or she

can manually target Catapult shots, otherwise the Catapult operates automatically, firing on a random

target, once per turn.

If the attacking hero wins the battle — in addition to all other victory benefits — the town becomes part of

the controlling player's territory.


46


Ship-to-Ship Combat


Gunwale


Gap


Ship-to-ship combat occurs when one ship

attacks another at sea. The battlefield

represents the two ships, side-by-side.

Gangplanks cross the gap between them and

can be used by troops to cross to the opposing

ship. The ship gunwales block the movement of

ground walking troops.


Gangplank


Combat Screen Cursors

Click to move the highlighted walking troop

to this location.

Click to move the highlighted flying troop to

this location.

Click on this enemy troop to have the

highlighted troop perform a hand-to-hand

attack. Note: as you move the cursor around

the enemy, the sword points towards the

enemy. The sword's pommel sits in the hex

where the attacker will stand as it attacks.

Click on this enemy troop to have the

highlighted troop perform a ranged attack.

Click on this enemy troop to have the

highlighted troop perform a hampered ranged

attack. Attacks are hampered by intervening

walls and do half damage.

Click to cast a selected spell at this target.


When you cast the Sacrifice spell, this cursor

appears over a valid target troop.


If you have control of the Catapult during

siege combat, this cursor appears over valid

Catapult targets.

If you have control of the First Aid Tent,

choose its target with this icon.


Appears when the cursor passes over a hero.


Appears over a creature troop to get more

information about the troop.


Indicates an invalid target for a spell, or the

highlighted creature cannot move to the

desired location.


47


Combat Options

Click the Combat Options button to display the Combat

Options menu. Here you can change sound and combat

options. The sound options are the same as those described in

the Adventure Map Interface section. Combat options are

detailed below. To close the menu, click the Return to Game

button.


Auto Combat Options

The Auto Combat button appears on the Combat Screen.

Pressing it turns auto combat on and off. What exactly happens

when you do this depends on your Auto Combat Options

setting. Checkmark the options to turn them on.

Creatures: The computer makes decisions for your creature troops.

Spells: The computer automatically casts spells for your heroes.

Catapult: The computer operates your Catapult during siege combat.

Ballista: The computer operates your Ballista.

First Aid Tent: The computer operates your First Aid Tent.


Animation Speed

These buttons control how fast the combat animations play.


Creature Info Radio Buttons

All Statistics: When you roll the cursor over creatures, all information about them is displayed.

Spells Only: When the cursor is rolled over creatures, only spells affecting them are displayed.


View Hex Grid

Distance on the Combat Screen is measured in hexes. This checkbox turns on and off the display of the

hexagon grid overlay.


Movement Shadow

This checkbox turns on and off the show movement range option. The place where the highlighted

creature can move is outlined when this option is on.


Cursor Shadow

This checkbox turns the mouse cursor shadow on and off. When the option is on, it highlights the hex

the mouse is currently in.


Spell Book Animation

Turns the spell book page turning animation on or off.


48


Towns

Creature Dwelling


Castle


Hall

Marketplace


Tavern


Garrison Hero


Town Garrison Troop Slots


Town Name


Split Troop


Town Portrait

Hall Level


Town Selector


Castle Level

Income

Exit Town

Creature Generation


Visiting Hero Portrait


Visiting Hero's Army


The Town Screen is displayed when one of your heroes enters one of your towns. You may also doubleclick on a town's Town Selector button on the Adventure Map to display its Town Screen. Towns serve

your cause in several ways. Towns act as recruitment centers for heroes and the troops making up your

heroes' armies. After one day, your heroes replenish their spell points and learn new spells from towns

with mage guilds. At towns with marketplaces, you can trade surplus resources for resources in short

supply. Town halls provide you with daily gold income. Buildings unique to each of the Heroes III game's

eight town types can provide your forces with additional strengths and abilities. Over time, you may spend

resources to build new structures in your towns and upgrade existing ones to increase the benefits the

towns provide you.

Because they are so useful to players, the conquest and defense of towns plays a major role in any

successful game strategy. Towns can be defended through the building of fortifications — walls, arrow

towers, and a moat — and by filling their garrisons with defending troops, which may be lead by garrison

stationed heroes. Additionally, a hero visiting a town will lend their army to the town's defense, forcing

an attacker to fight the visiting hero's army before facing the town's garrison forces.

Information about the Town Screen, and descriptions of the interface components associated with

buildings common to all towns, are in this section. For details about buildings specific to each town type,

see Town and Creature Reference (page 81).


49


Town View

All of the buildings currently built in a town are displayed in the Town View. As you move the cursor

around the Town View, individual buildings are highlighted (if Town Building Outlines is turned on in

the Adventure Map System Options). Buildings are identified by text appearing in the Rollover Bar.

Right-clicking on a highlighted building displays text describing the building's benefits. Clicking on a

highlighted building displays a menu appropriate to each building as described below. You may switch the

view to a different town by clicking on the town's portrait in the Town Selector.


Hall


Building Portrait

Building description

Required Structures

Resource Cost


Pay Cost


Cancel


Exit


Each town has a hall. Starting with a village hall, you may upgrade this building to a town hall, then a

city hall, then finally, a capitol. Each version provides you with a daily gold income and the ability to

order the construction of other town buildings. When you click on a hall, the Hall Screen appears. On

it you can order the construction of new town structures or upgrade existing structures.

If you can build or upgrade a given structure, its name appears in a green box. If the structure is not yet

built, and you are unable to construct it for some reason, then a red X appears in the lower right corner of

its picture, and its name box is red. Structures you have already built, and cannot be upgraded further, have

a gold ✔ in their pictures and a gold name box.

You may right-click a building's picture to display the information found in that structure's Build

Confirmation Window. Text describes what benefits your town gains when the structure is built, along

with a list of structures you must build in the town before you will be allowed to construct it. The resource

cost of the structure is displayed below this text.

To construct a building, click on its picture. Its Build Confirmation Window will be displayed. You may

click the Don't Build button to cancel, or the Build button to order the building's

construction. When you build a structure, the Hall Screen closes and you are returned to the Town

Screen, where you see your new structure being built. Your town immediately benefits from it. Only one

structure per day may be built in each of your towns.


50


Tavern


Rumor

Hero Hiring Price

Heroes for Hire

Hire Hero


Hero Info


Exit Tavern


Thieves' Guild


Click on a town's tavern to display the Tavern Window. In the tavern you can hear rumors, recruit heroes,

and view intelligence on your enemies gathered by your Thieves' Guild. Close the Tavern Window by

clicking the Exit Tavern button.

Hear Rumors: A new rumor is displayed in your taverns once per week. This rumor is identical in all of

your town taverns.

Hiring Heroes: Two heroes can be found in each tavern, ready for you to hire. The heroes found in a

given tavern change each week. To view either of the hero's Hero Screens, right-click on their portrait.

When you click on a hero's portrait, it becomes highlighted. To hire the highlighted hero, click on the

Hire Hero button. You cannot hire a hero if you currently have another hero visiting the town.

View Intelligence: Click on the Thieves' Guild button to display a report which compares your

performance against those of your opponents.


Creature Dwelling

Creature Name

Creature Portrait


Number of Recruits


Available Troops


Total Cost


Cost per Troop


Slider


Recruit Max Pay Cost


Exit


51


Creatures who live in towns live in creature dwellings. Each week, the population of these dwellings grows,

increasing the number of creatures available at the dwelling which you may recruit into the town's

garrison. Click on a creature dwelling to display the dwelling's Creature Recruitment Box. The name of

the dwelling's creatures, a portrait of the troop type available, and the number of troops available are

shown. As you move the slider to the right, the number of recruits increases, and the cost to recruit them

is tallied. You may click the Maximum button to recruit all of the available troops or the maximum

number of troops you can currently afford. Click the Recruit button to add the recruits to your

town garrison.


Fort

A fort may be built in a town, which adds to the town's siege defenses. The fort may be upgraded to a

citadel, and then to a castle. Click on this structure to display a summary of the town's troop recruitment

availability for all creatures.


Mage Guild

Heroes learn new spells from towns with mage guilds. You may build a first level mage guild in each of

your towns. Mage guilds may be upgraded, level-by-level, up to fifth level in some towns. As you build

each level, a random selection of spells becomes available at the guild. Clicking on a mage guild displays

the spells available. If the visiting hero doesn't own a spell book, you may purchase one for him or her by

clicking on the mage guild. For more information, see Magic System (pg. 55).

Second Level Spells


Fourth Level Spells


Third Level Spells


Fifth Level Spells


Close

First Level Spells


52


Marketplace

You can trade surplus resources for needed ones at marketplaces. Clicking on a town's marketplace brings

up the Marketplace Window. One side displays your kingdom's resources. On the other side, are the

resources available at the market. Highlight the resource you want to trade, and the resource you want

to trade for. When two resources are highlighted, you may move the slider to the right to increase the

quantity of the resource to be traded. You may trade the maximum amount of your selected resource by

clicking the Maximum button. To complete the transaction, click the Trade button. Each marketplace

you control reduces the costs of trading.


Kingdom Resources


Market Resources


Buy Artifacts


Sell Creatures


Trade With Player

Amount to Give


Exit

Trade


Maximum


Slider Amount to Receive


When a scenario map is created, the map maker can create alliances between players. Using the

Marketplace, you can give resources to your enemies or allies. To do this, click on the Trade With Player

button. When you do this, a display of colored flags replaces the Market Resources portion of the

Marketplace Trade Window. Choose which resource you want to give, and set the amount using the

slider. Click the flag of the player you want to give the resources to, and then click the Trade button to

confirm the gift.

In Tower and Dungeon town types, the marketplace can be upgraded by building an artifact merchant.

When you build this upgrade, you can trade artifacts for resources, and resources for artifacts. To do this,

click the Trade Artifacts button. A selection of artifacts will be displayed — this selection will be the same

for all of your artifact merchants. Click the artifact you want to purchase. The cost for the artifact will

appear under all of the Kingdom Resources icons. Choose which resource you wish to trade, and then

click the Trade button to complete the purchase. Click the Sell Artifact button to sell artifacts carried

by the visiting hero. The hero's inventory will appear. Click the artifact you want to trade, select the

resource you want to trade for, and then click the Trade button.

In Stronghold towns, you can build a Freelancer's Guild as a marketplace upgrade. When it is built, you

can trade the visiting hero's armies for resources. To do so, click the Sell Creature button. The Kingdom

Resources icons will be replaced by a display of the visiting hero's troops. Click the troop containing

creatures you want to sell, then click the resource you want to trade for. Set the number of creatures you

want to sell using the slider, and then click the Trade button to make the sale.


53


Town Garrison

Each town can have an army stationed in its town garrison. This army can be composed of up to seven

troops, which may be moved, split, combined, or dismissed. When you recruit troops from a creature

dwelling, they appear as a troop in an empty garrison troop slot.

When a hero visits a town, their troops may be traded with those found in the town's garrison. You can

make the visiting hero the leader of a town's garrison by moving the hero into the garrison. To do this,

click on the hero's portrait to highlight it, and then click on the banner to the left of the first

garrison troop slot. The hero's army will be combined with the garrison army, and the hero will now lead

the army in defense of the city. You may swap the visiting and garrisoned heroes, and their armies, by

highlighting either hero and clicking the other.

Garrison troops and troops belonging to a visiting hero can be upgraded. If a town contains an

upgraded creature dwelling, the lesser creature troop of the same creature type provided by the dwelling,

may be upgraded for a price. To do this, double-click on the troop you wish to upgrade. This will bring

up that creature's information display. Click on the Upgrade button to show the upgrade cost for the

troop. This cost will equal the difference between the recruitment costs of the lesser and higher creatures, multiplied by the number of creatures in the troop. Click ✔ to pay the cost, or the Cancel button to cancel.


54


Magic System

Air Spells

Spell Icon

Spell Cost


Earth Spells

Fire Spells

Water Spells

All Spells


Close Book

Spell Points

Combat Spells


Adventure Spells


Heroes are able to use the forces of magic in the form of spells. Heroes can use spells to aid their

travels, reveal hidden knowledge about their surroundings, and in combat, help their troops or bring harm

to their adversaries. When all other things are equal, magic can provide the necessary edge to assure

victory in a campaign.

Before they can cast spells, heroes must possess a spell book. The spell book is where a hero records the

spells he or she has learned. Some heroes will already have a spell book when they are recruited. Others

may purchase theirs from the mage guilds located in towns. A hero's spell book is kept in their item

inventory but may not be traded like other items.

Each spell has a level which represents how difficult it is to cast. Higher level spells are only obtainable

by heroes with higher Wisdom skill ratings (see Secondary Skills, pg. 35). When heroes visit a town with

a mage guild, they automatically learn any new spells the guild has to offer and their Wisdom rating allows

them to cast. Heroes may also learn spells as they explore map locations.

Each spell belongs to one of the four schools of magic — air, earth, fire, or water. Heroes may learn the

Air Magic, Earth Magic, Fire Magic, and Water Magic secondary skills to increase the strength at which

they cast the spells of each school.

Spells cost spell points to cast. A hero's maximum spell points is equal to 10x their Knowledge skill. As

a hero casts spells, their spell points are diminished. A hero cannot cast a spell costing more spell points

than he or she has available. Each hero regains one spell point per day, or can be completely

replenished when he or she starts a new day in a town with a mage guild. Heroes with the Mysticism skill

regain spell points more rapidly (see Secondary Skills, pg. 35).


55


Spell Book

A hero's spell book may be viewed by clicking on the spell book's icon in the inventory portion of their

Hero Screen. In a hero's spell book, spells known to the hero are listed by school and divided into

combat spells and adventure spells. Adventure spells may be cast while a hero is travelling around the

Adventure Map. Combat spells may be cast when a hero is in combat. To display adventure and combat

spells, click the combat spell and adventure spell bookmarks sticking out of the bottom of the book. To

display spells of a particular school, click the school's bookmark on the right side of the book. If the hero

knows more spells in a given category than can be displayed on one page, pages may be turned by clicking on the page curls.

Next to each spell's name is a number representing the number of spell points it costs to cast the spell.

You may view information about a spell by right-clicking on its icon.


Casting Spells

To cast an adventure spell, click the Cast Spell button found in the control buttons on the right side of

the Adventure Map display. The current hero's spell book will be displayed as described above, but the

combat spells bookmark will be deactivated. To cast a spell, find it, then click on the spell's icon.

You may have your hero cast a combat spell by clicking the Cast Spell button located at the lower right corner of the Combat Screen. The hero's spell book appears. During combat, only combat spells are

displayed. Find the spell you want to cast, then click on its icon. When you do so, the spell book will vanish,

returning you to the Combat Screen. If the spell needs a target, you choose the target by clicking on it.

You may cancel the casting of combat and adventure spells by closing the spell book without selecting a

spell icon. If a spell is already selected, right-click to avoid casting the spell.


56


Kingdom Overview

When you click on the Kingdom Overview button found on the right side of the Adventure Map display, the Kingdom Overview screen appears. On it you can see information about all your towns, heroes,

resources, and controlled locations. While resource and controlled location information is always shown,

you press the Hero Information and Town Information buttons located at the bottom right corner of

the screen to toggle between hero and town information displays.

Scroll to Top

Scroll Up

Controlled Adventure

Locations

Scroll Bar

Scroll Down


Scroll to Bottom

Sawmills

Hero Information

Town Information


Resource Bar


Alchemist's Lab


Ore Pits


Sulfur Dunes


Crystal Caverns Gem Ponds Gold Mines


Daily Income


Resource Information

The Resource Bar located at the bottom of the screen shows you how much gold, wood, mercury, ore,

sulfur, crystal, and gem units you currently have along with the current date. This is the same display

appearing at the bottom of the Town Screen and Adventure Map displays.

Above the Resource Bar is a row showing how many of each mine type you currently have under

territorial control.


Controlled Locations

As your heroes visit locations on the map, many of those locations become part of your territory and fly

your flag color. Icons representing these locations appear along the right side of the Kingdom Overview.

You may use the scroll arrows to cycle through the controlled location icons.


57


Individual Hero Information: When you click the Hero Information button, the main part of the display

Equipped

shows information about each of your heroes.

Attack


Defense


Power


Knowledge Spell Points


Experience Specialty


Secondary Skills


Miscellaneous


Portrait

Scroll Inventory


Troop Slots


Luck


Morale


Scroll Inventory


Hero Items


In Backpack


Hero/Stats: This portion of the Hero Information section displays the hero's name, portrait, morale, luck,

troop slots, and primary skills. You can click on the hero's portrait to bring up that hero's full Hero Screen.


Hero Skills: This section displays the hero's secondary skills, experience points, spell points and other information.

Hero Artifacts: This section displays the hero's inventory.


Clicking the Equipped, Miscellaneous, or In

Backpack buttons will allow you to view the items the hero is currently using or carrying.


Individual Town Information: Click the Town Information button to display information about each of

your towns in the main section of the screen. If you have more than four towns, you may use the scroll

bar on the left side of the screen to bring your other towns into view.

Town Portrait


Hall Level


Town Name


Town Castle


Income


Hero Portraits


Creature Generation


Garrison Army


Visiting Army


Available Creatures


Town: This section displays the town's name, portrait, village hall level, castle level, and daily gold income.

Click on the town portrait to display that town's Town Screen. The Creature Generation section displays

any creature population you are receiving from Adventure Map creature dwellings under your territorial

control.


Garrison Hero: This section shows information about the town's garrison forces. If a garrison hero leads those

forces, their name and portrait appear. Click on the hero's portrait to switch to the hero's Hero Screen.


Visiting Hero Section: If a hero is visiting the town, then their portrait, name, and army are shown here.

You can click on the hero's portrait to bring up the hero's Hero Screen.


58


Multiplayer

In many of the scenarios supplied with Heroes of Might and Magic III, between two and eight of the

opposing forces may be played by a human players. These scenarios may be played as multiplayer games,

either on a single computer (a hotseat game), with each player taking turns at the computer's controls,

or as a network game, with each player sitting at a separate computer connected via network, Internet,

modem, or serial cable. This section describes how these games are started and played.


Multiplayer Game Type Selector

Hotseat

IPX

TCP/IP

Modem

Direct Connection

Online Services

Player Name Field


Cancel


Starting a Multiplayer Game

From the Main Menu, click the New Game button to bring up the New Game Menu. There, click the

Multiplayer button to display the Multiplayer Game Type Selector pictured above. From there you may

choose the type of multiplayer game you want to begin — Hotseat, IPX, TCP/IP, Modem, or Direct

Connection. Click on the Online Services button to connect to available Internet opponent

matching services. You can click in the player name field to activate its text cursor and type in your name.

This will be the name other players see you as. Click the Cancel button to return to the Main Menu.


59


Hotseat Games

Starting a Hotseat Game


Player Name Box


Okay


Cancel


Hotseat Opponent Setup Menu

Start a hotseat game by clicking the Hotseat button on the Multiplayer Game Type Selector. The

Hotseat Multiplayer Opponent Setup menu appears. To add a player to the game, type a player's name

into one of the eight Name Boxes. Erasing a name from a box will remove a player. Once you have

entered a name for all the players who are going to participate in the hotseat game, you can click the ✔

button to go to the Scenario Selector (see Scenario Selector, pg. 9).


Playing a Hotseat Game

Hotseat games proceed like single player games except as each player's turn comes up, he or she takes

over control of the computer — sitting in the "hotseat," so to speak. Players can normally see opponent

movements in areas of the Adventure Map they have uncovered, however this is not possible in a hotseat

game. To see such opponent movements you may press the Replay Opponents' Turns button on the

Adventure Options menu.


60


Network, Modem, and Direct Connection Games

Starting an IPX or TCP/IP Network Game

Availability Icon


Network Game Setup

Network games may be played between

computers communicating over a Local

Area Network (LAN) or over the Internet.

LAN connected computers must be able to

use the IPX or TCP/IP protocols, while

Internet connected computers must

communicate via TCP/IP. Before you can

play a network game, the appropriate

protocol must be properly configured in

your Windows Network Control Panel.

Additionally, all involved computers must

have a copy of the Heroes III games

installed. To begin setting up a game, click

on the IPX or TCP/IP button to display the

Network Game Setup Menu.


# of Players


Host

Join


Search


Cancel

Session Name


Session Owner


Hosting a Game

Each multiplayer game requires a host computer. The hosting player controls scenario selection and

chooses which forces each player will lead. To host a game, press the Host button in the Network Game

Setup Menu. A box will appear which will allow you to name the network game and choose a password

for the game. If you choose a password, only players that know it will be able to join your game. If you

leave the password field empty, anyone can join. Click the ✔ button to accept your settings. Your game

will appear on the Game Lists of other players. Password protected games appear with a lock icon.

Unprotected games appear with an open door icon. Games in progress appear with a closed door icon.

Your screen will advance to the Scenario Selector (see Scenario Selector, pg. 9). There you must choose

a scenario and assign players to their forces. All players not assigned to a force are dropped from the game

when you start.


Joining a Game

To join a game hosted by another player, fill your name in the Name Box, and then click on a name in the

Game List and press the Join button. If the game is password protected, a box will appear asking you for

the password. When you join a game, your display will switch to the Scenario Selector. You will not be able

to select scenarios or make player assignments. Rather, you will see these actions as performed by the game's

host. Pressing the Cancel button will drop you from the game and return you to the Main Menu.


61


Finding a TCP/IP Host

To connect to a game over the Internet, you must know the IP address of the computer hosting the game.

To search for that computer, press the Search button. A box will appear where you may enter the

computer's eleven number TCP/IP address (example 123.21.123.123). The host player will need to supply this address.


Starting a Modem Game

Modem games are played between two players sitting at computers communicating via modems with one

computer acting as the host. To start a modem game, click the Modem button on the Multiplayer Game

Type Selector. If you are going to host the game, click on the Host button. Choose which modem you

want to use (if you have more than one installed), then click the Answer button. Your computer will now

wait for a call from the other computer.

To join a game, press the Join button. After the host computer is setup and ready to answer, enter the

host computer's phone number in the indicated box, then press the Connect button. After the two

computers negotiate the connection, the host player can assign players in the Scenario Selector.


Starting a Direct Connection Game

Two players may play a game between computers connected via a null-modem cable run between serial

ports on each computer. To start such a game, one of the computers must be set up as the host. To do

this, click on the Direct Connection button on the Multiplayer Game Type Selector. A box will appear

with a place to type in your game name, and buttons marked Host and Join. Fill in your player name

and click the Host button. The other player should click Direct Connection, and then the Join button.


Playing a Network, Modem, or Direct Connection Game

Each player, computer or human, gets one turn per Erathian day. As in a single player game, only one

player directs their forces at a time. While waiting for your turn, you may explore the Adventure Map

and view any informational display available during your turn. You may not move heroes, build towns,

adjust heroes' inventories, or make any other changes to the game environment. It is your turn when the

screen border turns to your kingdom's flag color. You are also prompted with a window and a sound.


Chatting

During multiplayer games, you may send text messages to the other players. To do this, press the Tab

key when any screen containing a Rollover Bar is displayed. A text cursor will appear in the Rollover Bar,

type your message, then press the Return key to send the message. Your message, with your name

attached to it, will be displayed to all other players. If you want to send a secret message to a

specific player, press an F1-F8 key instead of the Return key. F1-F8 represents players 1-8.

In the course of playing a multiplayer game, you may check to see if another player is still connected by

typing the chat message "ping" and pressing the Return key. This command will tell you who is still

connected to the game and at what speed. In place of the Return key, you may press the F1-F8 keys

to ping a specific player. Every ten minutes, the game automatically pings all existing players.


62


Section III

World Reference

Spell Reference

Here you will find descriptive listings for all spells in the Heroes III game. Each spell is from one of four

schools of magic — Air, Earth, Fire, or Water. Your heroes' expertise in a spell increases as he gains the

secondary skill for the appropriate school of magic (see Secondary Skills, pg. 45). Heroes without such

expertise may cast a school's spells at Normal level (resulting in the same effect as the Basic level spell).

Increased expertise allows for spells to be cast at the Basic, Advanced and Expert Levels.

Heroes holding expertise in a school's secondary skill cast spells from a school at a reduced cost. This cost

reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.


Effects of School Expertise on Casting Cost

Spell Level I


Spell Level II


Spell Level III


Spell Level IV


Spell Level V


-1


-2


-3


-4


-5


Some spells are more difficult to cast than others. A spell's difficulty is reflected by its level. All heroes

are capable of learning and casting first and second level spells. Heroes with the secondary skill Wisdom

can cast higher level spells. A hero with Basic Wisdom can cast third level spells, one with Advanced

Wisdom can cast fourth level spells, and one with Expert Wisdom can cast fifth level spells — the highest

level spells in the game.

Spells are listed here by school and level.


Spell Listing Legend

Name

Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


What the spell is called.

Indicates whether the spell may be cast in combat or on the Adventure Map.

How many spell points a hero must have to cast the spell.

How long the spell lasts.

Effect of the spell cast at Normal or Basic Expertise.

Effect of the spell cast at Advanced Expertise.

Effect of the spell cast at Expert Expertise.


63


School of Air Magic

Level I

Haste


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

6

1 Round/Power

Target, allied troop's speed is increased by three hexes/turn.

Target, allied troop's speed is increased by five hexes/turn.

All allied troops' speed is increased by five hexes/turn.


Magic Arrow


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

Instant

Target, enemy troop receives ((Power x 10) + 10) damage.

Target, enemy troop receives ((Power x 10) + 20) damage.

Target, enemy troop receives ((Power x 10) + 30) damage.


View Air


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

2

Instant

Displays the location of all artifacts on the View World Screen.

Displays the location of all artifacts and heroes on the View World Screen.

Displays the location of all artifacts, heroes and towns.


Level II

Disguise


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

4

1 Day

When the casting hero is right-clicked by opponents, all of the hero's creature

troops are displayed as if they were composed of the most powerful creatures

in the hero's army. Troop population numbers are represented normally.

Same as Basic Effect except troop population quantities are represented as

"0."

Same as Advanced Effect except all troops are represented as if populated

by the most powerful creature in hero's longest owned town.


64


Disrupting Ray


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

10

Current Battle

Reduces target, enemy troop's defense rating by three. Spell may be cast on

same troop repeatedly.

Same as Basic Effect except defense rating is reduced by four.

Same as Basic Effect except defense rating is reduced by five.


Fortune


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

7

1 Round/Power

Increases Luck of target, allied troop by one.

Increases Luck of target, allied troop by two.

Increases Luck of all allied troops by two.


Lightning Bolt


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

10

Instant

Target, enemy creature receives ((Power x 25) + 10) damage.

Target, enemy creature receives ((Power x 25) + 20) damage.

Target, enemy creature receives ((Power x 25) + 50) damage.


Precision


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

8

1 Round/Power

Target, allied troop with ranged attack has its attack rating increased by

three when making ranged attacks.

Same as Basic Effect, except attack rating is increased by six.

Same as Advanced Effect, except all allied troops with ranged attacks are

affected.


Protection from Air


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

7

1 Round/Power

Damage from Air Magic spells is reduced by 30% for target, allied troop.

Damage from Air Magic spells is reduced by 50% for target, allied troop.

Damage from Air Magic spells is reduced by 50% for all allied troops.


65


Visions


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

4

1 Day

Displays number of monsters in a wandering monster troop and whether or

not the troop will offer to join the casting hero's army. Range is equal to

Power or three, whichever is greater.

Same as Basic Effect, except an enemy hero's primary skill stats, and the

composition and quantity of the hero's army can be viewed. Range is

(Power x 2) or three, whichever is greater.

Same as Advanced Effect, except an enemy town's statistics and

garrison composition and quantity may be viewed. Range is (Power x 3)

or three, whichever is greater.


Level III

Air Shield


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

1 Round/Power

Target, allied troop takes 25% less damage from ranged attacks.

Target, allied troop takes 50% less damage from ranged attacks.

All allied troops take 50% less damage from ranged attacks.


Destroy Undead


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

15

Instant

All undead creature troops receive ((Power x 10) + 10) damage.

All undead creature troops receive ((Power x 10) + 20) damage.

All undead creature troops receive ((Power x 10) + 50) damage.


Hypnotize


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

18

Special

Target, enemy troop of less than ((Power x 25) + 10) Health is put under

your control. Allied troops may attack hypnotized troop without fear of

retaliation.

Same as Basic Effect, except that Health of target must be less than

((Power x 25) + 20).

Same as Basic Effect, except that Health of target must be less than

((Power x 25) + 50).


66


Level IV

Chain Lightning


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

24

Instant

Lightning bolt strikes target troop for ((Power x 40) + 25) damage. Bolt then

strikes closest troop for half the damage. Effect continues until 4 troops are hit.

Like Basic Effect except that initial strike does ((Power x 40) + 50)

damage, and bolt strikes five troops.

Like Advanced Effect except that initial strike does ((Power x 40) + 100) damage.


Counterstrike


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

24

1 Round/Power

Target, allied troop can retaliate against one additional attack per round.

Target, allied troop can retaliate against two additional attacks per round.

All allied troops can retaliate against two additional attacks per round.


Level V

Dimension Door


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

25

Instant

Teleports hero to target, unoccupied, visible location on the Adventure Map.

Spell may be cast twice per day and reduces the hero's movement by three tiles

for each casting. If movement is reduced to zero, the spell may not be cast.

Same as Basic Effect, except the spell may be cast three times in a day.

Same as Advanced Effect, except the spell may be cast four times in

a day, and movement allowance is reduced by two tiles.


Fly


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

20

1 Day

Casting hero can fly over terrain obstacles to an unoccupied map location.

Distance traveled may be up to 60% of normal movement.

Same as Basic Effect, except the hero may fly up to 80% of normal

movement.

Same as Basic Effect, except the hero may fly up to 100% of normal

movement.


Magic Mirror


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

25

1 Round/Power

Enemy spells cast on targeted, allied troop has a 20% chance of being

redirected to a random enemy troop.

Enemy spells cast on targeted, allied troop has a 30% chance of being

redirected to a random enemy troop.

Enemy spells cast on targeted, allied troop has a 40% chance of being

redirected to a random enemy troop.


67


Summon Air

Elemental


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect

Combat

25


Combat

A troop containing (Power x 2) air elementals appears on the side of the casting

player. Only one type of elemental can be summoned.

Same as Basic Effect, except that (Power x 3) air elementals are summoned.

Same as Basic Effect, except that (Power x 4) air elementals are summoned.


School of Earth Magic

Level I

Magic Arrow


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

Instant

Target, enemy troop receives ((Power x 10) + 10) damage.

Target, enemy troop receives ((Power x 10) + 20) damage.

Target, enemy troop receives ((Power x 10) + 30) damage.


Shield


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

1 Round/Power

Hand-to-hand damage delivered to target, allied troop is reduced by 15%.

Hand-to-hand damage delivered to target, allied troop is reduced by 30%.

Hand-to-hand damage delivered to all allied troops is reduced by 30%.


Slow


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

6

1 Round/Power

Target, enemy troop's speed is reduced to 25% of normal.

Target, enemy troop's speed is reduced to 50% of normal.

All enemy troops' speed ratings are reduced to 50% of normal.


Stone Skin


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

1 Round/Power

Target, allied troop's defense rating is increased by three.

Target, allied troop's defense rating is increased by six.

All allied troops' defense ratings are increased by six.


68


View Earth


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

2

Instant

Displays the location of all loose resources on the View World Screen.

Displays the location of all mines and loose resources on the View World Screen.

Displays the entire terrain, all mines and loose resources on the View

World Screen.


Level II

Death Ripple


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

10

Instant

All creatures (except undead) troops take ((Power x 5) + 10) damage.

All creatures (except undead) troops take ((Power x 5) + 20) damage.

All creatures (except undead) troops take ((Power x 5) + 30) damage.


Quicksand


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

8

Until Touched

Quicksand pits are placed in four random hexes. They are invisible to

creatures unless they are on native terrain (see Combat, pg. 47). Troops

stepping on pit hexes have their movement halted for the current round.

Once a pit is stepped on, it is revealed to all.

Same as Basic Effect, except that six pits are placed.

Same as Basic Effect, except that eight pits are placed.


Visions


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

4

1 Day

Displays number of monsters in a wandering monster troop and whether or

not the troop will offer to join the casting hero's army. Range is equal to

Power or three, whichever is greater.

Same as Basic Effect, except an enemy hero's primary skill stats, and the

composition and quantity of that hero's army can be viewed. Range is

(Power x 2) or three, whichever is greater.

Same as Advanced Effect, except an enemy town's statistics and

garrison composition and quantity may be viewed. Range is (Power x 3)

or three, whichever is greater.


69


Level III

Animate Dead


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

15

Permanent

Reanimates ((Power x 50) + 30) health points worth of killed undead

creatures in target, allied troop.

Reanimates ((Power x 50) + 60) health points worth of killed undead

creatures in target, allied troop.

Reanimates ((Power x 50) + 160) health points worth of killed undead

creatures in target, allied troop.


Anti-Magic


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

15

1 Round/Power

Target, allied troop can only be affected by level 4 or 5 spells.

Target, allied troop can only be affected by level 5 spells.

Target, allied troop is immune to spell effects.


Earthquake


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat (Siege)

20

Instant

Does one point of damage to two, random castle walls during siege combat.

Does one point of damage to three, random castle walls during siege combat.

Does one point of damage to four, random castle walls during siege combat.


Force Field


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

2 Rounds

A two hex-wide force wall is created at target hex. Movement through these

hexes is blocked.

Same as Basic Effect, except the force wall is three hexes wide.

Same as Advanced Effect.


Protection from Earth


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

1 Round/Power

Damage from Earth Magic spells is reduced by 30% for target, allied troop.

Damage from Earth Magic spells is reduced by 50% for target, allied troop.

Damage from Earth Magic spells is reduced by 50% for all allied troops.


70


Level IV

Meteor Shower


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

Instant

Troops in target hex and adjacent hexes take ((Power x 25) + 25) damage.

Troops in target hex and adjacent hexes take ((Power x 25) + 50) damage.

Troops in target hex and adjacent hexes take ((Power x 25) + 100) damage.


Resurrection


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

20

Combat/Permanent

Target, allied troop with dead creatures has ((Power x 50) + 40) health

worth of creatures restored to life for the duration of the current battle.

Same as Basic Effect, except that ((Power x 50) + 80) health worth of

creatures are restored permanently.

Same as Advanced Effect, except that ((Power x 50 + 160) health worth

of creatures are restored.


Sorrow


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

1 Round/Power

Target, enemy troop's morale rating is reduced by one.

Target, enemy troop's morale rating is reduced by two.

All enemy troop's morale ratings are reduced by two.


Town Portal


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

16

Instant

Casting hero is teleported to the nearest allied town. 300 movement points

are expended when the spell is cast.

Casting hero may teleport to any allied town with no visiting hero. 300

movement points are expended when the spell is cast.

Same as Advanced Effect, except that movement point cost is 200.


Level V

Implosion


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

30

Instant

Target, enemy troop receives ((Power x 75) + 100) damage.

Target, enemy troop receives ((Power x 75) + 200) damage.

Target, enemy troop receives ((Power x 75) + 300) damage.


71


Summon Earth

Elemental


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

25

Combat

A troop containing (Power x 2) Earth Elementals appears on the side of the

casting player. Only one type of elemental can be summoned.

Same as Basic Effect, except that (Power x 3) earth elementals are summoned.

Same as Basic Effect, except that (Power x 4) earth elementals are summoned.


School of Fire Magic

Level I

Bloodlust


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

1 Round/Power

Target, allied troop receives a + 3 attack rating bonus for hand-to-hand attacks.

Target, allied troop receives a + 6 attack rating bonus for hand-to-hand attacks.

All allied troops receive a + 6 attack rating bonus for hand-to-hand attacks.


Curse


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

6

1 Round/Power

Enemy, target troop creatures deliver minimum damage when attacking.

Enemy, target troop creatures delivers ((80% of their minimum damage)

-1) when they attack.

All enemy creatures deliver ((80% of their minimum damage) -1) when

they attack.


Magic Arrow


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

Instant

Target, enemy troop receives ((Power x 10) + 10) damage.

Target, enemy troop receives ((Power x 10) + 20) damage.

Target, enemy troop receives ((Power x 10) + 30) damage.


Protection from

Fire


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

1 Round/Power

Damage from Fire Magic spells is reduced by 30% for target, allied troop.

Damage from Fire Magic spells is reduced by 50% for target, allied troop.

Damage from Fire Magic spells is reduced by 50% for all allied troops.


72


Level II

Blind


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

10

1 Round/Power

Target, enemy troop is frozen until attacked, dispelled or effect wears off.

Deactivating attack is retaliated at 50% of base attack rating.

Same as Basic Effect, except that deactivating attack is retaliated at 25%

of base attack rating.

Same as Basic Effect, except that deactivating attack is not retaliated.


Fire Wall


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

8

2 Rounds

A two hex-wide wall of fire is produced at target hex. A troop passing

through these hexes takes ((Power x 10) + 10) damage.

Same as Basic Effect, except that wall of fire is three hexes wide and

damage is ((Power x 10) + 20).

Same as Advanced Effect, except that damage is ((Power x 10) + 50).


Visions


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

4

1 Day

Displays number of monsters in a wandering monster troop and whether or

not the troop will offer to join the casting hero's army. Range is equal to

Power or three, whichever is greater.

Same as Basic Effect, except an enemy hero's primary skill stats, and the

composition and quantity of that hero's army can be viewed. Range is

(Power x 2) or three, whichever is greater.

Same as Advanced Effect, except an enemy town's statistics and

garrison composition and quantity may be viewed. Range is (Power x 3)

or three, whichever is greater.


Level III

Fireball


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

15

Instant

Troops in target hex and its surrounding hexes take ((Power x 10) + 15)

damage.

Same as Basic Effect, except that damage is ((Power x 10) + 30).

Same as Basic Effect, except that damage is ((Power x 10) + 60).


73


Land Mine


Type

Cost

Duration

Basic Effect


Advanced Effect

Expert Effect


Combat

18

Until Touched

Landmines are placed in four random hexes on the battlefield. A troop

stepping on a mine takes ((Power x 10) + 25) damage. Enemy creatures

battling on their native terrain (see Combat, pg. 47) can see the mines and

can cross them safely. To all others they are invisible.

Same as Basic Effect, except that six mines are placed, and damage is

((Power x 10) + 50).

Same as Basic Effect, except that eight mines are placed, and damage is

((Power x 10) + 100).


Misfortune


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

1 Round/Power

Luck of target, enemy troop is reduced by one.

Luck of target, enemy troop is reduced by two.

Luck of all enemy troops is reduced by two.


Level IV

Armageddon


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

24

Instant

All troops take ((Power x 50) + 30) points of damage.

All troops take ((Power x 50) + 60) points of damage.

All troops take ((Power x 50) + 120) points of damage.


Berserk


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

20

1 Attack

Target attacks nearest troop. All creatures in a 1 hex radius affected.

Target attacks nearest troop. All creatures in a 7 hex radius affected.

Target attacks nearest troop. All creatures in a 19 hex radius affected.


Fire Shield


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

1 Round/Power

20% of hand-to-hand damage inflicted on target, allied troop is

counter-inflicted on attackers of the troop.

Same as Basic Effect except that 25% of damage is counter-inflicted.

Same as Basic Effect, except that 30% of damage is counter-inflicted.


74


Frenzy


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

Until target troop's next action

Target troop's attack rating is increased by 100% of the troop's defense

rating, and its defense rating is reduced to zero.

Same as Basic Effect, except attack rating is increased to 150% of the

troop's defense rating.

Same as Advanced Effect, except attack rating is increased to 200%

of the troop's defense rating.


Inferno


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

Instant

Strikes target hex, and all hexes within two hexes for ((Power x 10) + 20) damage.

Same as Basic Effect, except that damage is ((Power x 10) + 40).

Same as Basic Effect, except that damage is ((Power x 10) + 80).


Slayer


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

1 Round/Power

Target, allied troop's attack rating is increased by eight against behemoths,

dragons, and hydras.

Same as Basic Effect, except that attack bonus also affects devils and angels.

Same as Advanced Effect, except attack bonus also affects titans.


Level V

Sacrifice


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

25

Permanent

Target, non-undead troop is sacrificed (destroyed). Then another target

dead troop has ((Power + Destroyed Troop's Creature Base Health + 3)

x # of Creatures Sacrificed) in health total of creatures returned to life.

Same as Basic Effect, except that health total of creatures resurrected is

((Power + Destroyed Troop's Creature Base Health + 6) x # of Creatures

Sacrificed).

Same as Basic Effect, except that health total of creatures resurrected is

((Power + Destroyed Troop's Creature Base Health + 10) x # of

Creatures Sacrificed).


75


Summon Fire

Elemental


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

25

Combat

A troop containing (Power x 2) fire elementals appears on the side of the

casting player. Only one type of elemental can be summoned.

Same as Basic Effect, except that (Power x 3) fire elementals are summoned.

Same as Basic Effect, except that (Power x 4) fire elementals are summoned.


School of Water Magic

Level I

Bless


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

1 Round/Power

Creatures in target, allied troop inflict maximum damage when they attack.

Creatures in target, allied troop inflict maximum damage + 1 when they attack.

All allied creatures inflict maximum damage + 1 when they attack.


Cure


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

6

Instant

Removes all negative spell effects from target, allied troop and heals it for

((Power x 5) + 10) health points.

Removes all negative spell effects from target, allied troop and heals it for

((Power x 5) + 20) health points.

Removes all negative spell effects from all allied troops and heals each for

((Power x 5) + 30) health points.


Dispel


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

Instant

Removes all spell effects from target, allied creature troop.

Removes all spell effects from target allied or enemy creature troop.

Removes all spell effects from all creatures and the battlefield.


Magic Arrow

Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

Instant

Target, enemy troop receives ((Power x 10) + 10) damage.

Target, enemy troop receives ((Power x 10) + 20) damage.

Target, enemy troop receives ((Power x 10) + 30) damage.


76


Protection from Water


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

5

1 Round/Power

Damage from Water Magic spells is reduced by 30% for target, allied troop.

Damage from Water Magic spells is reduced by 50% for target, allied troop.

Damage from Water Magic spells is reduced by 50% for all allied troops.


Summon Boat


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

8

Instant

Summons one of your hero's boats to their current location. If none of those boats are

available, then one of your other heroes' boats is summoned. Spell has a 50% chance of

working. The spell fails if there are no unoccupied boats available.

Same as Basic Effect, except that if no boats are available, a new one is created.

The spell has a 75% chance of working. There are a maximum of sixty-four boats

allowed on the Adventure Map at one time. The spell fails if all are occupied.

Same as Advanced Effect, except that the spell has a 100% chance of

working (unless all sixty-four boats are occupied).


Level II

Ice Bolt


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

8

Instant

Target, enemy troop receives ((Power x 20) + 10) damage.

Target, enemy troop receives ((Power x 20) + 20) damage.

Target, enemy troop receives ((Power x 20) + 50) damage.


Remove Obstacle


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

7

Instant

Removes one, non-magic obstacle from the battlefield. Integrated obstacles,

such as cliffs are not affected.

Same as Basic Effect, except Fire Walls may also be removed.

Same as Advanced Effect, except all, non-integrated obstacles can

be removed.


Scuttle Boat


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

8

Instant

Spell has 50% chance of destroying a boat, unless occupied.

Spell has a 75% chance of destroying a boat, unless occupied.

Spell destroys a boat, unless occupied.


77


Visions


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

4

1 Day

Displays number of monsters in a wandering monster troop and whether or

not the troop will offer to join the casting hero's army. Range is equal to

Power or three, whichever is greater.

Same as Basic Effect, except an enemy hero's primary skill stats, and the

composition and quantity of that hero's army can be viewed. Range is

(Power x 2) or three, whichever is greater.

Same as Advanced Effect, except an enemy town's statistics and

garrison composition and quantity may be viewed. Range is (Power x 3) or

three, whichever is greater.


Weakness


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

8

1 Round/Power

Target, enemy troop's attack rating is reduced by three.

Target, enemy troop's attack rating is reduced by six.

All enemy troops' attack ratings are reduced by six.


Level III

Forgetfulness


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

1 Round/Power

Half of the creatures in target, enemy troop, with ranged attack forget to

shoot.

Target, enemy troop with ranged attack cannot use its ranged attack.

All enemy troops with ranged attacks cannot use their ranged attacks.


Frost Ring


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

Instant

Troops in hexes surrounding target hex receive ((Power x 10) + 15) in

damage. Target hex is unaffected.

Same as Basic Effect, except damage is ((Power x 10) + 30).

Same as Basic Effect, except damage is ((Power x 10) + 60).


Mirth


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

12

1 Round/Power

Morale of target, allied troop is increased by one.

Morale of target, allied troop is increased by two.

Morale of all allied troops is increased by two.


78


Teleport


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

15

Instant

Target, allied troop instantly moves to an unoccupied target hex. Troop

cannot teleport over walls or moats.

Same as Basic Effect, except troop cannot teleport over walls.

Troop can move to any unoccupied hex.


Level IV

Clone


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

24

Current Battle

Creates a duplicate of target, allied troop level 1-5. The duplicate can

attack but is dispelled if it receives any damage. Creatures from a given

town are rated 1 - 7 based on their relative combat effectiveness. Thus, for

the Castle town, pikemen and halberdiers are level 1 creatures, while angels

and archangels are level 7.

Same as Basic Effect, except the duplicate may be of a level 1-6 troop.

Same as Basic Effect, except the duplicate may be of a level 1-7 troop.


Prayer


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

16

1 Round/Power

Target, allied troop's attack, defense, and speed (hexes per turn) ratings are

increased by two.

Target, allied troop's attack, defense, and speed ratings are increased by four.

All allied troop's attack, defense, and speed ratings are increased by four.


Water Walk


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Adventure

12

1 Day

The casting hero may follow a movement path across water, provided the

end destination is an unoccupied location on land. Water movement may be

up to 60% of the hero's normal movement.

Same as Basic Effect, except that water movement may be up to 80% of

the hero's normal movement.

Same as Basic Effect, except that water movement may be made at the

hero's full, normal movement.


79


Level V

Summon Water

Elemental


Type

Cost

Duration

Basic Effect

Advanced Effect

Expert Effect


Combat

25

Combat

A troop containing (Power x 2) water elementals appears on the side of the

casting player. Only one type of elemental can be summoned.

Same as Basic Effect, except that (Power x 3) water elementals are summoned.

Same as Basic Effect, except that (Power x 4) water elementals are summoned.


80


Town and Creature

Reference

Here you will find descriptions for all of the buildings found in the Heroes III game's eight town types.

The first section deals with buildings common to all town types. This is followed by individual sections

to cover buildings unique to each town. Creature statistics are listed with statistics for the buildings

producing them. The individual town sections are followed by information about creatures not

associated with any particular town type and then stats for war machines and siege battlefield features.


Resources

Wood


Mercury


Ore


Sulfur


Crystals


Gems


Gold


Creature Table Field Legend

Name

Cost

Building

Attack

Defense

Health

Damage

Shots

Movement

Speed


Creature's name.

How much it costs to recruit one creature of this type.

The type of building the creature may be recruited at.

Creature's attack strength.

Creature's defensive ability.

How many points of damage the creature can take before dying.

How much damage the creature's attack does.

How many ranged shots the creature can perform in one battle.

"None" indicates the creature has no ranged attack.

How the creature moves.

How fast the creature moves.


Building Statistics Legend

Structure

Cost

Requirements

Creatures/Week


Name of Building type.

What it costs to build the structure.

Building(s) that must be built before this one.

Type and number of creatures produced by this building per week.


81


Buildings Common to All Towns

Halls

A town's hall is its center of leadership. Your halls provide you with income in the form of gold. You may

order the construction of new structures and structure upgrades at the hall. For more information on

constructing other buildings, see Towns (pg. 49).

Structure


Cost


Requirements


Benefits


Village Hall


N/A


N/A


The village hall, being the minimum defining

building of a town, is automatically a part of all

towns. It provides an income of 500 Gold per day.


Town Hall


2500 Gold


Village Hall, Tavern


This upgrade to the village hall provides 1000 Gold

per day.


City Hall


5000 Gold


Capitol


Town Hall, Blacksmith, Mage Guild

Level I, Marketplace

10,000 Gold City Hall, Castle


This upgrade to the town hall provides 2000 Gold

per day.

This upgrade to the city hall provides 4000 Gold per

day. You may only build a capitol if you don't already

have one.


Castles

A castle provides a town with increased security. Because castles add walls and other defensive features to

the town, enemy forces must lay siege to the town when they attack it (see Combat, pg. 40). Presence of

a castle also increases town creature production. Clicking on a castle will provide information about the

towns current population.

Structure


Cost


Requirements


Benefits


Fort


5000 Gold

+ 20 Wood

+ 20 Ore


Village Hall


Building a fort adds walls to a town.


Citadel


2500 Gold

+ 5 Ore


Fort


This upgrade to the fort adds a moat and the

primary arrow tower to a town. Presence of a citadel

increases the production of creature dwellings by

50%.


Castle


5000 Gold

+ 10 Wood

+ 10 Ore


Citadel


When a castle is built, it adds two arrow towers at

half strength of the primary tower, and the standard

walls are strengthened to fortified walls. Further,

production of creature dwellings is increased by

100%.


82


Mage Guilds

Mage guilds are centers for spell research and provide spells for heroes to learn. Heroes possessing spell

books — which are available for purchase at mage guilds — automatically learn all spells known to mage

guilds of allied towns they visit, as long as they have the appropriate level of Wisdom (see Secondary

Skills, pg. 35). Each upgrade of a town's mage guild increases the number of spells available.

Additionally, heroes who spend one day in a town with a mage guild have their spell points replenished.

Structure


Cost


Requirements


Benefits


Mage Guild

Level I


2000 Gold

+ 5 Wood + 5 Ore


Village Hall


When the level I mage guild is built, five level I

spells become available for heroes to learn. Heroes

are able to purchase a spell book from the guild for

500 Gold.


Mage Guild

Level II


1000 Gold + 5 Wood

+ 5 Ore + 4 Crystal

+ 4 Gem + 4 Mercury

+ 4 Sulfur


Mage Guild Level I


When the level II mage build is built, an additional

four level II spells become available for heroes to

learn.


Mage Guild

Level III


1000 Gold + 5 Wood

+ 5 Ore + 6 Crystal

+ 6 Gem + 6 Mercury

+ 6 Sulfur


Mage Guild Level II


When the level III mage guild is built, an additional

three level III spells become available for heroes to learn.

This is the highest level mage guild you can

construct in Stronghold and Fortress towns.


Mage Guild

Level IV


1000 Gold + 5 Wood

+ 5 Ore + 8 Crystal

+ 8 Gem + 8 Mercury

+ 8 Sulfur


Mage Guild Level III


When the level IV mage guild is built, an additional

two level IV spells become available for heroes to

learn. This is the highest level of the mage guild you

can construct in Castle towns.


Mage Guild

Level V


1000 Gold + 5 Wood

+ 5 Ore + 10 Crystal

+ 10 Gem + 10

Mercury + 10 Sulfur


Mage Guild Level IV


When the level V mage guild is built, one level V

spell becomes available for heroes to learn.


Marketplace

Resources may be traded for other resources at town marketplaces. While the marketplace traders will

always seek to make a profit, the more marketplaces you have under your control, the better the exchange

rate. In multiplayer games, the marketplace allows you to trade resources with other players. For more

information, see Towns (pg. 49).

Structure


Cost


Requirements


Benefits


Marketplace


500 Gold

+ 5 Wood


Village Hall


Allows resources to be traded.


Tavern

At the town tavern you may hear rumors, check how you are doing compared to your opponents, and

hire new heroes for field or garrison duty. For more information, see Towns (pg. 49).

Structure


Cost


Requirements


Benefits


Tavern


500 Gold

+ 5 Wood


Village Hall


Provides the ability to recruit heroes,

hear rumors, and visit the Thieves' Guild.


83


Barracks


Guardhouse


Archers' Tower


Portal of Glory


Shipyard/Lighthouse


Castle

Griffin Tower

Mage Guild

Hall


Monastery


Tavern/Brotherhood

of the Sword


Training Grounds


Blacksmith


Stables


Marketplace


Castle Towns

Castles are home to the Cleric and Knight hero classes. Castle armies are primarily composed of human

men-at-arms, though these towns have also formed an alliance with the griffins and are under the

protection of angels. With two types of ranged attack units and two flying unit types available,

Castle-based armies are well equipped to quickly engage and defeat their enemies.


Castle Specific Buildings

Structure


Cost


Requirements


Benefits


Blacksmith


1000 Gold + 5 Wood


Village Hall


Produces the Ballista war machine (see War

Machines, pg. 117).


Brotherhood of the Sword 500 Gold + 5 Wood


Tavern


This Tavern upgrade gives a + 2 morale bonus

to all garrisoned creatures during a siege.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides 1

Wood and 1 Ore per day.


Shipyard


2000 Gold + 20 Wood


Village Hall


Allows ships to be built. Ships cost 1000 Gold

+ 10 Wood.


Lighthouse


2000 Gold + 10 Ore


Shipyard


Each lighthouse you build will increase the

movement allowance of your ships.


Stables


2000 Gold + 10 Wood


Barracks


Visiting heroes departing from Castle towns

with stables have their movement allowance

increased.


Note: Information on creature dwellings unique to each town type can

be found in their corresponding sections, within the creature tables.


84


Castle Creature Dwellings and Hordes

Pikemen & Halberdiers

Pikemen and halberdiers are among

the strongest basic foot soldiers

available to any army. While

somewhat slow, they have respectable

combat ratings.


Structure Requirements


Archers & Marksmen

Archers and marksmen are lightly

armored troops armed with crossbows

for ranged attacks and daggers for light

hand-to-hand fighting. Marksmen can

get off two shots in each ranged attack.


Structure Requirements


Griffins & Royal Griffins

Griffins roost in special towers built

for them on the Castle grounds.

Standard griffins are able to

counterstrike against two attackers per

turn. Royal griffins can counterstrike

an unlimited number of attackers.


Structure

Requirements


Structure

Cost

Requirements

Creatures/Week


Name

Cost

Damage

Shots

Attack

Defense

Health

Movement

Speed


Pikeman

60 Gold

1-3

None

4

5

10

Ground

Extra Slow (4 hexes/turn)


Halberdier

75 Gold

2-3

None

6

5

10

Ground

Slow (5 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Guardhouse

500 Gold + 10 Ore

Fort

14 Pikemen


Upgraded Guardhouse

1000 Gold + 5 Ore

Guardhouse

14 Halberdiers


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Archer

100 Gold

6

3

10

2-3

12

Ground

Extra Slow (4 hexes/turn)


Marksman

150 Gold

6

3

10

2-3

24

Ground

Swift (6 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Archers' Tower

1000 Gold + 5 Wood + 5 Ore

Guardhouse

9 Archers


Upgraded Archers' Tower

1000 Gold + 5 Wood + 5 Ore

Archers' Tower

9 Marksmen


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Griffin Tower

1000 Gold + 5 Ore

Barracks

7 Griffins


Griffin

200 Gold

8

8

25

3-6

None

Flying

Very Swift (6 hexes/turn)

Upgraded Griffin Tower

1000 Gold + 5 Ore

Griffin Tower

7 Royal Griffins


Royal Griffin

240 Gold

9

9

25

3-6

None

Flying

Ultra Swift (9 hexes/turn)

Griffin Bastion

1000 Gold

Griffin Tower

+ 3 Griffin Tower Production


85


Swordsmen & Crusaders

Well armed and armored, swordsmen

and crusaders are better all-around

foot soldiers than their pikemen

companions. Crusaders deliver two

blows per attack.


Structure Requirements


Monks & Zealots

Monks and zealots train themselves to

control and project their personal

energistic forces, which they deliver as

ranged blasts. While monks suffer the

normal penalty for ranged unit hand-to-hand attack damage (50%), the

better trained zealots do not.


Structure Requirements


Cavaliers & Champions

The horse-mounted cavalier and

champion deal extra impact damage

(+ 5% per hex traveled to creature

attacked) when charging into battle.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Swordsman

300 Gold

10

12

35

6-9

None

Ground

Slow (5 hexes/turn)


Crusader

400 Gold

12

12

35

7-10

None

Ground

Swift (6 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Barracks

2000 Gold + 5 Ore

Guardhouse, Blacksmith

4 Swordsmen


Upgraded Barracks

2000 Gold + 5 Ore + 5 Crystal

Barracks

4 Crusaders


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Monk

400 Gold

12

7

30

10-12

12

Ground

Slow (5 hexes/turn)


Zealot

450 Gold

12

10

30

10-12

24

Ground

Extra Swift (7 hexes/turn)


Structure

Cost


Monastery

3000 Gold + 5 Wood + 5 Ore + 2

Crystal + 2 Gem + 2 Mercury + 2 Sulfur

Requirements Mage Guild Level I, Barracks

Creatures/Week 3 Monks


Upgraded Monastery

1000 Gold + 2 Wood + 2 Ore + 2

Crystal + 2 Gem + 2 Mercury + 2 Sulfur

Monastery

3 Zealots


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Cavalier

1000 Gold

15

15

100

15-25

None

Ground

Extra Swift (7 hexes/turn)


Champion

1200 Gold

16

16

100

20-25

None

Ground

Ultra Swift (9 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Training Grounds

5000 Gold + 20 Wood

Stables

2 Cavaliers


Upgraded Training Grounds

3000 Gold + 10 Wood

Training Grounds

2 Champions


86


Angels & Archangels

With their great offensive and defensive

power and flying ability, angels and

archangels are among the mightiest

creatures in the game. Both do 150%

damage when attacking devils.

Additionally, the archangel is able to

resurrect dead allied troops once per

combat.


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Structure Requirements


Angel

3000 Gold

20

20

200

50

None

Flying

Extra Quick (12 hexes/turn)


Portal of Glory

20000 Gold + 10 Crystal

+ 10 Gem + 10 Mercury

+ 10 Sulfur

Requirements Monastery

Creatures/Week 1 Angel


Archangel

5000 Gold

30

30

250

50

None

Flying

Very Fast (18 hexes/turn)

Upgraded Portal of Glory

20000 Gold + 10 Crystal

+ 10 Gem + 10 Mercury

+ 10 Sulfur

Portal of Glory

1 Archangel


87


Mage Guild


Mana Vortex


Chapel of Stilled Voices


Castle


Harpy Loft


Dragon Cave


Labyrinth

Portal of Summoning


Hall

Manticore Lair

Warren


Artifact Merchants

Pillar of Eyes


Tavern


Academy of

Battle Scholars


Blacksmith


Marketplace


Dungeon Towns

Dungeons towns are built by Warlock and Overlord hero types to act as bases from which to wage

campaigns of conquest for wealth and power. Similarly minded creatures are attracted as allies. Other

Dungeon creatures are in thrall to their masters. Dungeon armies are possessed of a variety of long range

attacks, have effective damage dealing troops, and have the ability to greatly disrupt the strategies of their enemies.


Dungeon Specific Buildings


Structure


Cost


Requirements


Benefits


Academy of

Battle Scholars


1000 Gold + 5 Wood

+ 5 Ore


Village Hall


Visiting heroes gain 1000 experience points

from the academy. This effect is applied only

once per hero for each Academy of Battle

Scholars visited


Artifact Merchants


10,000 Gold


Marketplace


You may visit the Artifact Merchants building to

trade resources for artifacts.


Blacksmith


1000 Gold + 5 Wood


Village Hall


The Ballista war machine (see War Machines

and Siege Features, pg. 126) may be

purchased from the Dungeon blacksmith.


Mana Vortex


1000 Gold


Mage Guild Level I Presence of a mana vortex doubles the spell

points available for visiting heroes.


Portal of Summoning


2500 Gold + 5 Ore


Village Hall


On Day 1 of each week, a random creature

type from a creature dwelling flagged on the

Adventure Map, becomes available for

recruitment at the Portal of Summoning.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This marketplace upgrade provides 1 Sulfur per

day.


88


Dungeon Creature Generators and Hordes

Troglodytes & Infernal Troglodytes

Troglodytes are immune to blinding

effects since they don't have eyes and

'see' their surroundings through

infrared senses.


Structure

Requirements


Structure

Cost

Requirements

Creatures/Week


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Warren

400 Gold + 10 Wood

Fort

14 Troglodytes


Harpies & Harpy Hags

Harpies — half-women/half-vulture in

appearance — have a swooping attack

that returns them to the hex they

started from. Harpy hags attack with

such violence their attacks cannot be

countered.


Structure Requirements


Beholders & Evil Eyes

Beholders and evil eyes can attack at

range with rays projected from their

eyes. At close range they attack with

equal damage using their multiple

tentacles.


Upgraded Warren

1000 Gold + 5 Wood

Warren

14 Infernal Troglodytes


Infernal Troglodyte

65 Gold

5

4

6

1-3

None

Ground

Slow (5 hexes/turn)

Mushroom Rings

1000 Gold

Warren

+ 7 Warren Production


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Harpy

130 Gold

6

5

14

1-4

None

Flying

Swift (6 hexes/turn)


Harpy Hag

170 Gold

6

6

14

1-4

None

Flying

Ultra Swift (9 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Harpy Loft

1000 Gold

Warren

8 Harpies


Upgraded Harpy Loft

1000 Gold + 2 Crystal + 2 Sulfur

Harpy Loft

8 Harpy Hags


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Beholder

250 Gold

9

7

22

3-5

12

Ground

Slow (5 hexes/turn)


Evil Eye

280 Gold

10

8

22

3-5

24

Ground

Extra Swift (7 hexes/turn)


Structure

Cost


Structure Requirements


Troglodyte

50 Gold

4

3

5

1-3

None

Ground

Extra Slow (4 hexes/turn)


Pillar of Eyes

1000 Gold + 1 Wood + 1 Ore + 1

Crystal + 1 Gem + 1 Mercury

+ 1 Sulfur

Requirements Warren

Creatures/Week 7 Beholders


Upgraded Pillar of Eyes

1000 Gold + 1 Wood + 1 Ore + 1

Crystal + 1 Gem + 1 Mercury

+ 1 Sulfur

Pillar of Eyes

7 Evil Eyes


89


Medusas & Medusa Queens

Armed with bows, medusas and

medusa queens can attack at range to

good effect. Their hand-to-hand

attacks do the same damage and also

have a 20% chance of petrifying their

targets for three rounds. Petrified

creatures cannot move, take 50%

damage, and become unfrozen when

attacked.


Structure Requirements


Minotaurs & Minotaur Kings

Minotaurs and minotaur kings live in

labyrinths and devour all who enter.

These bull-like humanoids are sure of

their ability to dominate in battle and

have good morale. This self image is

well-founded as they are durable and

have a very damaging axe attack.


Structure Requirements


Manticores & Scorpicores

Manticores and their venomous

cousins, the scorpicores, have features

combined of bat, lion and scorpion.

They attack with stabs from their

stinging tails. Scorpicore attacks have

a 20% chance of paralyzing an

opponent. Creatures thus petrified

take 50% damage and are unfrozen

when attacked or after three rounds.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Medusa

300 Gold

9

9

25

6-8

4

Ground

Slow (5 hexes/turn)


Medusa Queen

330 Gold

10

10

30

6-8

8

Ground

Swift (6 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Chapel of Stilled Voices

2000 Gold + 5 Wood + 10 Ore

Harpy Loft, Pillar of Eyes

4 Medusas


Upgraded Chapel of Stilled Voices

1500 Gold + 5 Wood

Chapel of Stilled Voices

4 Medusa Queens


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Minotaur

500 Gold

14

12

50

12-20

None

Ground

Swift (6 hexes/turn)


Minotaur King

575 Gold

15

15

50

12-20

None

Ground

Very Swift (8 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Labyrinth

4000 Gold + 10 Ore + 10 Gem

Chapel of Stilled Voices

3 Minotaurs


Upgraded Labyrinth

3000 Gold + 5 Ore + 5 Gem

Labyrinth

3 Minotaur Kings


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Manticore

850 Gold

15

13

80

14-20

None

Flying

Extra Swift (7 hexes/turn)


Scorpicore

1050 Gold

16

14

80

14-20

None

Flying

Quick (11 hexes/turn)


Structure

Cost


Manticore Lair

5000 Gold + 5 Wood + 5 Ore + 5

Mercury + 5 Sulfur

Requirements Chapel of Stilled Voices

Creatures/Week 2 Manticores


Upgraded Manticore Lair

3000 Gold + 5 Wood + 5 Ore

+ 5 Mercury + 5 Sulfur

Manticore Lair

2 Scorpicore


90


Red & Black Dragons

Red and black dragons with their great

mobility, flying ability, and powerful

breath weapons are among the most

effective units in the game. Red

dragons are immune to spells below

level four. Black dragons are twice as

durable, do 150% damage to giants and

titans, and are immune to all spells.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Red Dragon

2500 Gold + 1 Sulfur

19

19

180

40-50

None

Flying

Quick (11 hexes/turn)


Dragon Cave

15000 Gold + 15 Wood + 15 Ore

+ 20 Sulfur

Requirements Mage Guild Level II, Labyrinth,

Manticore Lair

Creatures/Week 1 Red Dragons


Black Dragon

4000 Gold + 2 Sulfur

25

25

300

40-50

None

Flying

Super Quick (15 hexes/turn)

Upgraded Dragon Cave

15000 Gold + 15 Wood + 15

Ore + 20 Sulfur

Mage Guild Level III,

Dragon Cave

1 Black Dragons


91


Gorgon Lair


Serpent Fly Hive


Hall


Blacksmith


Castle


Blood Obelisk

Cage of Warlords


Wyvern Nest

Gnoll Hut/Captains

Quarters

Lizard Den

Glyphs of Fear


Mage Guild


Tavern


Basilisk Pit


Shipyard


Marketplace


Hydra Pond


Fortress Towns

Fortress towns are built at the edge of swamps and are often used as bases by the Beastmaster and Witch

hero classes. Their armies are primarily made up of deadly creatures — born of the swamps, and then

subdued and trained for warfare. While among them there is only one ranged attack creature, Fortress

units are possessed of many special abilities to offset this deficiency.


Fortress Specific Buildings


Structure


Cost


Requirements


Blacksmith


1000 Gold + 5 Wood


Village Hall


You may purchase the First Aid Tent (see War

Machines and Siege Features, pg. 126) from

the Fortress blacksmith.


Benefits


Blood Obelisk


1000 Gold


Glyphs of Fear


The Blood Obelisk gives heroes a + 2 to their

Attack skill during siege battles.


Glyphs of Fear


1000 Gold


Fort


The Glyph of Fear gives heroes a + 2 to their

Defense skill during sieges.


Cage of Warlords


1000 Gold


Town Hall,

Glyphs of Fear


The Cage of Warlords gives visiting heroes a

permanent + 1 to their Defense skill.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides 1

Wood and 1 Ore per day.


Shipyard


2000 Gold + 20 Wood


Village Hall


Ships may be purchased from the shipyard for

1000 Gold + 10 Wood.


92


Fortress Creature Generators and Hordes

Gnolls & Gnoll Marauders

Armed with morning stars, gnolls and

gnoll marauders are above average foot

soldier units.


Structure

Requirements


Structure

Gnoll Hut

Cost

Requirements

Creatures/Week


Upgraded Gnoll Hut

400 Gold + 10 Wood

Fort

12 Gnolls


Lizardmen & Lizard Warriors

Lizardmen and lizard warriors are

armed with bows for ranged attacks

and daggers for hand-to-hand fighting.


Structure Requirements


Serpent Flies & Dragon Flies

These giant, flying insects attack by

striking with their tail stingers. Their

attacks dispel any beneficial spells

affecting their target.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Gnoll

50 Gold

3

5

6

2-3

None

Ground

Extra Slow (4 hexes/turn)


Captain's Quarters

1000 Gold + 10 Wood

Tavern, Gnoll Hut

12 Gnoll Marauders


Gnoll Marauder

70 Gold

4

6

6

2-3

None

Ground

Slow (5 hexes/turn)


1000 Gold

Gnoll Hut

+ 6 Gnoll Hut


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Lizardman

110 Gold

5

6

12

1-3

12

Ground

Extra Slow (4 hexes/turn)


Lizard Warriors

130 Gold

5

7

12

2-3

24

Ground

Slow (5 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Lizard Den

1000 Gold + 5 Wood

Gnoll Hut

8 Lizardmen


Upgraded Lizard Den

1000 Gold + 5 Wood

Lizard Den

8 Lizard Warriors


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Serpent Fly

220 Gold

6

8

20

2-5

None

Flying

Ultra Swift (9 hexes/turn)


Structure

Cost


Serpent Fly Hive

1000 Gold + 5 Wood + 2

Mercury + 2 Sulfur

Requirements Gnoll Hut

Creatures/Week 8 Serpent Flies


Dragon Fly

240 Gold

6

8

20

2-5

None

Flying

Very Quick (13 hexes/turn)

Upgraded Serpent Fly Hive

1000 Gold + 2 Mercury + 2 Sulfur

Serpent Fly Hive

8 Dragon Flies


93


Basilisks & Greater Basilisks

The basilisk and greater basilisk have

developed the ability to petrify their

prey for three rounds. Their attacks

have a 20% chance of making this

occur. Petrified creatures take 50%

damage from attacks and are unfrozen

when struck.


Structure Requirements


Gorgons & Mighty Gorgons

The sturdy gorgons attack with their

acidic breath. The Mighty Gorgon has

a Death Stare with a 10% chance per

attack of killing the top creature of a

troop outright per 10 Mighty

Gorgons.


Structure Requirements


Wyverns & Wyvern Monarchs

Wyverns and wyvern monarchs attack

with swipes of their stinging tails. The

wyvern monarch's stinger has a chance

of poisoning its target for three

rounds. The top creature of a poisoned

troop loses 50% of its health each

round. Poisoning can only be removed

by the Cure spell.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Basilisk

325 Gold

11

11

35

6-10

None

Ground

Slow (5 hexes/turn)


Greater Basilisk

400 Gold

12

12

40

6-10

None

Ground

Extra Swift (7 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Basilisk Pit

2000 Gold + 5 Wood + 10 Ore

Serpent Fly Hive

4 Basilisks


Upgraded Basilisk Pit

2000 Gold + 5 Wood + 5 Ore

Basilisk Pit

4 Greater Basilisks


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Gorgon

525 Gold

10

14

70

12-16

None

Ground

Slow (5 hexes/turn)


Mighty Gorgon

600 Gold

11

16

70

12-16

None

Ground

Swift (6 hexes/turn)


Structure

Cost


Gorgon Lair

2500 Gold + 10 Wood + 10

Ore + 5 Mercury + 5 Sulfur

Requirements Serpent Fly Hive, Lizard Den

Creatures/Week 3 Gorgons


Upgrade Gorgon Lair

2000 Gold + 5 Wood + 5 Ore

Gorgon Lair, Resource Silo

3 Mighty Gorgons


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Wyvern

800 Gold

14

14

70

14-18

None

Flying

Extra Swift (7 hexes/turn)


Wyvern Monarch

1100 Gold

14

14

70

18-22

None

Flying

Quick (11 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Wyvern Nest

3500 Gold + 15 Wood

Lizard Den

2 Wyverns


Upgraded Wyvern Nest

3000 Gold + 10 Wood + 10 Mercury

Wyvern Nest

2 Wyvern Monarchs


94


Hydras & Chaos Hydras

Hydras and chaos hydras are

multiheaded serpents attacking with

vicious bites. When they attack, they

attack all adjacent enemy troops.

This attack is so overwhelming no

counterstrike is possible.


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Structure Requirements


Hydra

2200 Gold

16

18

175

25-45

None

Ground

Slow (5 hexes/turn)


Hydra Pond

10000 Gold + 10 Wood

+ 10 Ore + 10 Sulfur

Requirements Basilisk Pit, Wyvern Lair

Creatures/Week 1 Hydras


Chaos Hydra

3500 Gold + 1 Sulfur

18

20

250

25-45

None

Ground

Extra Swift (7 hexes/turn)

Upgraded Hydra Pond

15000 Gold + 10 Wood

+ 10 Ore + 20 Sulfur

Hydra Pond

1 Chaos Hydras


95


Castle Gate


Castle


Demon Gate Brimstone

Forsaken

Stormclouds Palace


Order of Fire


Town Hall


Mage Guild


Tavern

Imp Crucible


Blacksmith


Kennels

Hall of Sins


Fire Lake


Hell Hole


Marketplace


Inferno Towns

Inferno towns can be found in Erathian regions blighted by the emergence of the underworld on the

surface. Demoniac and Heretic heroes stand in uneasy alliance with these towns. Inferno armies have

great hand-to-hand attack units and are only slightly hampered at the lower levels by a lack of flying units

until the awesome, teleporting devil and arch devil units can be brought into play.


Inferno Specific Buildings


Structure


Cost


Requirements


Benefits


Blacksmith


1000 Gold+ 5 Wood


Village Hall


The Ammo Cart war machine (see War

Machines and Siege Features, pg. 126) can

be purchased from the Inferno blacksmith.


Brimstone Stormclouds


1000 Gold + 5 Sulfur


Fort


During a siege, the Brimstone Stormclouds

increase the Power skill of a hero by two.


Castle Gate


10000 Gold + 5 Wood

+ 5 Ore


Citadel


A visiting hero can pass through the Castle

Gate building to any other allied Inferno town

with a castle gate as long as that town does not

have a visiting hero present.


Order of Fire


1000 Gold + 5 Wood


Mage Guild Level I The Order of Fire permanently adds one to a

visiting hero's Power skill. This effect is applied

only once per scenario for each Order of

Fire visited.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides 1

Mercury per day.


96


Inferno Creature Generators and Hordes

Imps & Familiars

Small, frail, and armed only with their

natural scratching claws, imps and

familiars are among the weakest units

in the game. They are, however,

produced in great numbers. When

familiars are on the battlefield, they

channel 20% of spell points spent by

enemy spellcasters directly into their

hero's spell point pool.


Structure

Requirements


Structure

Cost

Requirements

Creatures/Week


Gogs & Magogs


Structure Requirements


Hell Hounds & Cerberi

These demon canines have a fearsome

bite and good mobility. Cerberi have

three heads and can attack three

adjacent enemies in a single attack.


Structure

Cost

Requirements

Creatures/Week


Imp

50 Gold

2

3

4

1-2

None

Ground

Slow (5 hexes/turn)


Imp Crucible

300 Gold + 5 Wood + 5 Ore

Fort

15 Imps


Gogs and magogs hurl fireballs and

attack with their claws at close range.

Magog fireblasts affect the target hex

and its surrounding hexes like a

Fireball spell.


Structure

Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Familiar

60 Gold

4

4

4

1-2

None

Ground

Extra Swift (7 hexes/turn)


Upgraded Imp Crucible Birthing Pool

1000 Gold

1000 Gold

Imp Crucible

Imp Crucible

15 Familiars

+ 8 Crucible Production


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Gog

125 Gold

6

4

13

2-4

12

Ground

Extra Slow (4 hexes/turn)


Magog

175 Gold

7

4

13

2-4

24

Ground

Swift (6 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Hall of Sins

1000 Gold + 5 Ore

Imp Crucible

8 Gogs


Upgraded Hall of Sins

1000 Gold + 5 Mercury

Hall of Sins

8 Magogs


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Hell Hound

200 Gold

10

6

25

2-7

None

Ground

Extra Swift (7 hexes/turn)


Cerberus

250 Gold

10

8

25

2-5

None

Ground

Very Swift (8 hexes/turn)


Kennels

1500 Gold + 10 Wood

Imp Crucible

5 Hell Hounds


Upgraded Kennels

1500 Gold + 5 Sulfur

Kennels

5 Cerberi


Cages

1000 Gold

Kennels

+ 3 Kennel Production


97


Demons & Horned Demons

Both types of demons are capable

hand-to-hand attack units.


Structure Requirements


Pit Fiends & Pit Lords

Pit fiends and pit lords attack with

tormenting whip blows. Once per

combat, pit lords are able to resurrect

dead allied troops as demons in place

of another action. The number raised

cannot be higher than the number of

pit lords performing the resurrection.


Structure Requirements


Efreet & Efreet Sultans

Efreet and efreet sultans are recruited into

Inferno forces from the realm of fire magic,

and are, consequently, immune to Fire

School spells. They are natural enemies of

genies and do 150% damage against them.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Demon

250 Gold

10

10

35

7-9

None

Ground

Slow (5 hexes/turn)


Horned Demon

270 Gold

10

10

40

7-9

None

Ground

Swift (6 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Demon Gate

2000 Gold + 5 Wood + 5 Ore

Hall of Sins

4 Demons


Upgraded Demon Gate

2000 Gold + 5 Wood + 5 Ore

Demon Gate

4 Horned Demons


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Pit Fiend

500 Gold

13

13

45

13-17

None

Ground

Swift (6 hexes/turn)


Pit Lord

700 Gold

13

13

45

13-17

None

Ground

Extra Swift (7 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Hell Hole

3000 Gold

Demon Gate

3 Pit Fiends


Upgraded Hell Hole

3000 Gold + 5 Mercury + 5 Sulfur

Mage Guild Level II, Hell Hole

3 Pit Lords


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Efreet

900 Gold

16

12

90

16-24

None

Fly

Ultra Swift (9 hexes/turn)


Structure

Cost


Fire Lake

4000 Gold + 10 Ore + 3 Gems

+ 3 Mercury + 3 Sulfur

Requirements Mage Guild Level I, Demon Gate

Creatures/Week 2 Efreet


Efreet Sultan

1100 Gold

16

14

90

16-24

None

Fly

Very Quick (13 hexes/turn)

Upgraded Fire Lake

3000 Gold + 5 Ore + 5 Gems

+ 5 Mercury + 5 Sulfur

Fire Lake

2 Efreet Sultans


98


Devils & Arch Devils

Devils and arch devils can teleport to

any hex on the battlefield. Their

overwhelming attack leaves no

possibility for a retaliatory strike. They

also do 150% damage to angels and

reduce enemy Luck by one when they

appear on the battlefield.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Devil

2700 Gold + 1 Mercury

19

21

160

30-40

None

Teleport

Quick (11 hexes/turn)


Forsaken Palace

15000 Gold + 10 Wood + 10 Ore

+ 20 Mercury

Requirements Hell Hole, Fire Lake

Creatures/Week 1 Devil


Arch Devil

4500 Gold + 2 Mercury

26

28

200

30-40

None

Teleport

Extra Fast (17 hexes/turn)

Upgraded Forsaken Palace

20000 Gold + 5 Wood

+ 5 Ore + 20 Mercury

Forsaken Palace

1 Arch Devil


99


Cover of Darkness


Castle


Necromancy

Amplifier


Town Hall


Mage Guild


Tavern


Dragon Vault

Hall of Darkness

Mausoleum

Estate


Tomb of Souls

Shipyard

Cursed Temple


Unearthed

Graves


Skeleton

Marketplace

Transformer


Blacksmith


Graveyard


Necropolis Towns

Necropolis towns are overrun and ruled by undead creatures. They are the natural bases for the Necromancer

and Death Knight hero types. Necropolis armies have many units with abilities to weaken their opponents.

This quickly gives them an edge over equal or even more powerful enemy armies.


Necropolis Specific Buildings


Structure


Cost


Requirements


Blacksmith


1000 Gold+ 5 Wood


Village Hall


The First Aid Tent war machine (see War

Machines and Siege Features, pg. 126) can

be purchased from the Necropolis blacksmith.


Benefits


Cover of Darkness


1000 Gold


Fort


The Cover of Darkness creates a permanent

shroud over the town for enemy heroes. While

heroes moving through the shroud remove it as

normal, it is regenerated each day.


Necromancy Amplifier


1000 Gold


Mage Guild Level I The Necromancy Amplifier adds 10% to the

Necromancy skill of all Necromancers under

your command.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides

+ 1 Wood, + 1 Ore per day.


Skeleton Transformer


1000 Gold


Cursed Temple


Creatures brought to a town with a Skeleton

Transformer may be turned into skeletons by

putting them through a skeleton transformer.


Shipyard


2000 Gold + 20 Wood


Village Hall


The shipyard allows ships to be built. Ships cost

1000 Gold + 10 Wood.


100


Necropolis Creature Generators and Hordes

Skeletons & Skeleton Warriors

While skeletons and skeleton warriors are

average foot soldiers individually, it is

possible to build massively populated

troops of them. They are numerously

produced, are the main creature produced

by the Necromancy secondary skill, and

other creature types can be converted into

them at Necropolis skeleton transformers.


Structure

Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Skeleton

60 Gold

5

4

6

1-3

None

Ground

Extra Slow (4 hexes/turn)


Structure

Cursed Temple Upgraded Cursed Temple

Cost

400 Gold + 5 Wood + 5 Ore

Requirements Fort


Walking Dead & Zombies

Walking Dead and Zombies are

magically animated corpses. Zombies

have a 20% chance to cause disease in

creatures they attack. Diseased

creatures have their attack and defense

ratings reduced by two for a period of

three rounds.


Structure Requirements


Wights & Wraiths

Wights and wraiths are life destroying

spirits damaging their opponents by

draining life. The first wight or wraith

in each troop regenerates all lost

damage at the beginning of each

combat round. While wraiths appear

on the battlefield, two spell points per

turn are drained from an enemy

spellcaster's spell pool.


Structure Requirements


Unearthed Graves

1000 Gold + 5 Wood + 5 Ore

Cursed Temple


Skeleton Warrior

70 Gold

6

6

6

1-3

None

Ground

Slow (5 hexes/turn)


1000 Gold

Skeleton Transformer


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Walking Dead

100 Gold

5

5

15

2-3

None

Ground

Very Slow (3 hexes/turn)


Zombie

125 Gold

5

5

20

2-3

None

Ground

Extra Slow (4 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Graveyard

1000 Gold + 5 Ore

Cursed Temple

8 Walking Dead


Upgraded Graveyard

1000 Gold + 5 Wood + 5 Ore

Graveyard

8 Zombies


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Wight

200 Gold

7

7

18

3-5

None

Flying

Slow (5 hexes/turn)


Wraith

230 Gold

7

7

18

3-5

None

Flying

Extra Swift (7 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Tomb of Souls

1500 Gold + 5 Wood + 5 Ore

Cursed Temple

7 Wights


Upgraded Tomb of Souls

1500 Gold + 5 Mercury

Tomb of Souls

7 Wraiths


101


Vampires & Vampire Lords

The attacks of vampires and vampire

lords cannot be retaliated against.

Vampire Lords are able to resurrect

members of their own troops by

replenishing health equal to the

amount of damage they inflict on others.


Structure Requirements


Liches & Power Liches

Liches attack at range with a death

cloud, which always causes damage in

the target hex and also attacks all

non-undead creatures in adjacent

hexes. At close range they defend

themselves less efficiently with blows

from their scepters.


Structure Requirements


Black Knights & Dread Knights

Knights have a 20% chance of cursing

opponents they strike. Cursed creatures

inflict only minimum damage in their

own attacks. Dread knights' attacks

also have a 20% chance of inflicting

double damage death blows.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Vampire

360 Gold

10

9

30

5-8

None

Flying

Swift (6 hexes/turn)


Vampire Lords

500 Gold

10

10

40

5-8

None

Flying

Ultra Swift (9 hexes/turn)


Structure

Cost


Estate

2000 Gold + 5 Wood + 5 Ore


Requirements Graveyard

Creatures/Week 4 Vampires


Upgraded Estate

2000 Gold + 5 Wood + 10

Crystal + 10 Gem

Estate, Necromancy Amp.

4 Vampire Lords


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Lich

550 Gold

13

10

30

11-13

12

Ground

Swift (6 hexes/turn)


Power Lich

600 Gold

13

10

40

11-15

24

Ground

Extra Swift (7 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Mausoleum

2000 Gold + 10 Ore + 10 Sulfur

Mage Guild Level I, Graveyard

3 Lichs


Upgraded Mausoleum

2000 Gold + 5 Ore + 5 Sulfur

Mausoleum

3 Power Liches


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Black Knight

1200 Gold

16

16

120

15-30

None

Ground

Extra Swift (7 hexes/turn)


Dread Knight

1500 Gold

18

18

120

15-30

None

Ground

Ultra Swift (9 hexes/turn)


Structure

Cost


Hall of Darkness

6000 Gold + 10 Wood + 10 Ore


Upgraded Hall of Darkness

3000 Gold + 5 Wood + 5 Ore

+ 2 Crystal + 2 Gem + 2 Mercury

+ 2 Sulfur

Hall of Darkness

2 Dread Knights


Requirements Estate, Mausoleum

Creatures/Week 2 Black Knights


102


Bone and Ghost Dragons

Bone and ghost dragons are raised from

dragon corpses. Both of these

creatures have a ferocious biting attack

and lower the morale of enemy units by

one when they appear on the battlefield.

Ghost Dragon attacks have a 20%

chance of aging their targets. Aged

troops have the hit points of all their

members halved.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Bone Dragon

1800 Gold

17

15

150

25-50

None

Flying

Ultra Swift (9 hexes/turn)


Dragon Vault

10000 Gold + 5 Wood + 5 Ore + 5

Crystal + 5 Gem + 5 Mercury + 5 Sulfur

Requirements Hall of Darkness

Creatures/Week 1 Bone Dragon


Ghost Dragon

3000 Gold + 1 Mercury

19

17

200

25-50

None

Flying

Ultra Quick (14 hexes/turn)

Upgraded Dragon Vault

15000 Gold + 5 Wood + 5 Ore

+ 20 Mercury

Dragon Vault

1 Ghost Dragon


103


Enchanted

Spring


Castle


Unicorn

Glade


Dragon Cliffs


Dwarf

Cottage/Treasury


Blacksmith


Homestead


Dendroid

Arches/Dendroid

Saplings


Hall

Centaur Stables


Tavern


Market Place


Mage Guild


Mystic Pond/

Fountain of Fortune


Rampart Towns

The Druid and Ranger hero classes are native to Ramparts, which are built by creatures in allied defense

of the unspoiled wilderness regions of Erathia. With two slow unit types, Dwarves and Dendroids,

Rampart armies may be best suited to defensive tactics. Most of these creatures, however, have enemy

hampering abilities that can be used to turn the tide against many opponents — especially those dependent

on magical attacks.


Rampart Specific Buildings


Structure


Cost


Requirements


Benefits


Blacksmith


1000 Gold + 5 Wood


Village Hall


The Rampart blacksmith provides the First

Aid Tent war machine (see War Machines

and Siege Features pg. 126).


Mystic Pond


2000 Gold + 2 Wood + 2 Ore

+ 2 Crystal+ 2 Gem

+ 2 Mercury + 2 Sulfur


Village Hall


The mystic pond provides 1-4 random

resources on Day 1 of each week.


Fountain of Fortune


1500 Gold + 10 Crystal


Mystic Pond


The fountain of fortune is an upgrade to the

basic mystic pond. Its presence gives + 2 Luck

for a hero during a siege.


Resource Silo


5000 Gold + 5 Ore


Marketplace


The resource silo is an upgrade to the

marketplace. It provides 1 Crystal each day.


Treasury


5000 Gold + 5 Wood + 10 Ore


Miners' Guild


The treasury provides + 10% interest for Day

1 player gold total.


104


Rampart Creature Generators and Hordes

Centaurs & Centaur Captains

Armed with sturdy spears and

possessed of good speed and attack

ratings, the centaur and centaur

captains are perhaps the best basic foot

soldier units in the game. While they

are also the most expensive basic unit,

their abilities and durability keep them

useful for longer than most.


Structure Requirements


Dwarves & Battle Dwarves

Because of their slowness, dwarves are

perhaps best used to defend ranged

attackers. Battle dwarves have greater

mobility and are more versatile.

Dwarves and battle dwarves have,

respectively, a 20% and 40% resistance

to magic which gives them a chance to

ignore the effects of hostile spell attacks.


Structure

Requirements


Structure

Cost

Requirements

Creatures/Week


Centaur

70 Gold

5

3

8

2-3

None

Ground

Swift (6 hexes/turn)


Centaur Captains

90 Gold

6

3

10

2-3

None

Ground

Very Swift (8 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Centaur Stables

500 Gold + 10 Wood

Fort

14 Centaurs


Upgraded Centaur Stables

1000 Gold + 5 Wood

Centaur Stables

14 Centaur Captains


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Dwarf

120 Gold

6

7

20

2-4

None

Ground

Very Slow (3 hexes/turn)


Dwarf Cottage

1000 Gold + 5 Wood

Centaur Stables

8 Dwarves


Wood Elves & Grand Elves

Armed with bows, elves are the only

Rampart units with a ranged attack.

Grand elves takes two shots per attack.


Structure Requirements


Creature

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Upgraded Dwarf Cottage

1000 Gold + 5 Wood

Dwarf Cottage

8 Battle Dwarves


Battle Dwarf

150 Gold

7

7

20

2-4

None

Ground

Slow (5 hexes/turn)

Miners' Guild

1000 Gold

Dwarf Cottage

+ 4 Dwarf Production


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Wood Elf

200 Gold

9

5

15

3-5

24

Ground

Swift (6 hexes/turn)


Grand Elf

225 Gold

9

5

15

3-5

24

Ground

Extra Swift (7 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Homestead

1500 Gold + 10 Wood

Centaur Stables

7 Wood Elves


Upgraded Homestead

1500 Gold + 10 Wood

Homestead

7 Grand Elves


105


Pegasi & Silver Pegasi

Pegasi, winged horses ridden by female

elven warriors, are the flying cavalry of

the Rampart army. Their appearance

on the battlefield makes it more

difficult for enemy spellcasters, who

must pay two extra spell points per

spell cast when pegasi are present.


Structure Requirements


Dendroid Guards & Soldiers

Slow and powerful dendroids bash their

opponents with their wooden limbs.

Those attacked by dendroids are snared

in tangling roots and bound in place

until the dendroids move or are killed.


Structure

Requirements


Structure

Cost

Requirements

Creatures/Week


Unicorns and war unicorns have

excellent mobility and deliver severe

damage with their lancing horn attack.

This attack has a 20% chance of

blinding an opponent. Both unicorn

units project a magic resistant aura

which gives adjacent units a 20% chance

to ignore the effects of hostile spells.


Pegasus

250 Gold

9

8

30

5-9

None

Flying

Very Swift (8 hexes/turn)


Silver Pegasus

275 Gold

9

10

30

5-9

None

Flying

Extra Quick (12 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Enchanted Spring

2000 Gold + 10 Crystal

Homestead

5 Pegasi


Upgraded Enchanted Spring

2000 Gold + 5 Crystal

Enchanted Spring

5 Silver Pegasi


Dendroid Guard

350 Gold

9

12

55

10-14

None

Ground

Very Slow (3 hexes/turn)


Dendroid Soldier

425 Gold

9

12

65

10-14

None

Ground

Extra Slow (4 hexes/turn)


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Dendroid Arches

2500 Gold

Homestead

3 Dendroid Guards


Unicorns & War Unicorns


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Upgraded Dendroid Arches

1500 Gold

Dendroid Arches

3 Dendroid Soldiers


Dendroid Saplings

2000 Gold

Dendroid Arches

+ 2 Dendroid Production


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Unicorn

850 Gold

15

14

90

18-22

None

Ground

Extra Swift (7 hexes/turn)


War Unicorn

950 Gold

15

14

110

18-22

None

Ground

Ultra Swift (9 hexes/turn)


Structure

Cost


Unicorn Glade

4000 Gold + 5 Wood

+ 5 Ore + 10 Gem

Dendroid Arches, Enc. Spring

2 Unicorns


Upgraded Unicorn Glade

3000 Gold + 5 Gem


Requirements

Creatures/Week


Unicorn Glade

2 War Unicorns


106


Green & Gold Dragons

Green and gold dragons deliver

devastating damage in the form of

poisonous or sulfurous breath. Green

dragons are immune to spells below the

fourth level and gold dragons are only

affected by spells of level five.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Green Dragon

2400 Gold + 1 Crystal

18

18

180

40-50

None

Flying

Super Swift (10 hexes/turn)


Gold Dragon

4000 Gold + 2 Crystal

27

27

250

40-50

None

Flying

Fast (16 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Dragon Cliffs

10000 Gold + 30 Ore + 20 Crystal

Mage Guild Level II, Unicorn Glade

1 Green Dragon


Upgraded Dragon Cliffs

20000 Gold + 30 Ore + 20 Crystal

Mage Guild Level III, Dragon Cliffs

1 Gold Dragon


107


Cliff Nest


Hall of Valhalla


Castle


Mage Guild


Goblin Barracks/Mess Hall

Behemoth Lair


Ogre

Fort

Orc Tower

Cyclops Cave


Escape Tunnel

Hall

Tavern


Wolf Pen


Marketplace


Freelancer's Guild


Blacksmith


Stronghold Towns

Stronghold towns are built by alliances of tribes and are frequented by the Barbarian and Battle Mage hero

types. Armies composed of Stronghold-based units have a balanced mix of ranged and hand-to-hand

attackers. With the inclusion of the stronger units, these armies are particularly well-equipped to deal with

attacks on other towns.


Stronghold Specific Buildings


Structure


Cost


Requirements


Benefits


Blacksmith


1000 Gold + 5 Wood


Village Hall


The Ammo Cart war machine may be purchased from the Stronghold blacksmith (see

War Machines and Siege Features, pg. 126).


Ballista Yard


1000 Gold+ 5 Wood


Blacksmith


This upgrade to the blacksmith allows for the

purchase of the Ballista war machine (see War

Machines and Siege Features, pg. 126).


Freelancer's Guild


1000 Gold


Marketplace


You may trade creatures for resources at the

Freelancer's Guild.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides 1

Wood and 1 Ore per day.


Escape Tunnel


2000 Gold + 5 Wood

+ 5 Ore


Fort


This upgrade to the castle allows heroes and

their armies to surrender or flee during siege

battles.


Hall of Valhalla


1000 Gold


Fort


Visiting heroes receive a permanent + 1 to their

Attack skill from the Hall of Valhalla.


108


Stronghold Creature Generators and Hordes

Goblins & Hobgoblins

While goblins and hobgoblins are

slightly below average among the basic

foot soldier units, they are quite

numerous. They attack with spiked

maces.


Structure

Requirements


Structure

Goblin Barracks

Cost

Requirements

Creatures/Week


Goblin

40 Gold

4

2

5

1-2

None

Ground

Slow (5 hexes/turn)


Upgraded Goblin Barracks Mess Hall

200 Gold + 5 Wood + 5 Ore 1000 Gold + 5 Wood + 5 Ore

Fort

Goblin Barracks

15 Goblins

15 Hobgoblins


Wolf Riders & Wolf Raiders

Goblins and hobgoblins mounted on

wolfback are far more effective than

their ground-pounding counterparts.

The raider delivers two blows with each

attack.


Structure Requirements


Orcs & Orc Chieftains

Armed with throwing axes, orcs and

orc chieftains have an effective ranged

attack. At close range, their low speed

and defensive values, and the ranged

attacker hand-to-hand damage penalty,

make them vulnerable.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Hobgoblin

50 Gold

5

3

5

1-2

None

Ground

Extra Swift (7 hexes/turn)


1000 Gold

Goblin Barracks

+ 8 Goblin Barracks


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Wolf Rider

100 Gold

7

5

10

2-4

None

Ground

Swift (6 hexes/turn)


Wolf Raider

140 Gold

8

5

10

3-4

None

Ground

Very Swift (8 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Wolf Pen

1000 Gold + 10 Wood + 5 Ore

Goblin Barracks

9 Wolf Riders


Upgraded Wolf Pen

1000 Gold + 5 Wood + 5 Ore

Wolf Pen, Upg. Goblin Bks.

9 Wolf Raiders


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Orc

150 Gold

8

4

15

2-5

12

Ground

Extra Slow (4 hexes/turn)


Orc Chieftain

165 Gold

8

4

20

2-5

24

Ground

Slow (5 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Orc Tower

1000 Gold + 5 Wood + 5 Ore

Goblin Barracks

7 Orcs


Upgraded Orc Tower

1000 Gold + 2 Wood + 2 Ore

Blacksmith, Orc Tower

7 Orc Chieftains


109


Ogres & Ogre Magi

Wielding great wooden clubs, ogres and

ogre mages deal good damage and are

very durable. Ogre magi can cast the

Bloodlust spell on any allied troop,

once per round.


Structure Requirements


Rocs & Thunderbirds

Rocs and thunderbirds are the only

flying units available at Stronghold

towns. When thunderbirds attack,

there is a 20% chance thunderbolts

will strike their target, delivering 10x

the number of attacking thunderbirds

in additional damage.


Structure Requirements


Cyclops & Cyclops Kings

Cyclopses and cyclops kings attack at

range by throwing boulders to devastating effect. Both can target siege

walls and damage them like a Catapult

(see War Machines and Siege

Features). Cyclops catapult attacks

are applied with Basic Ballistics skill.

Cyclops kings do the same at the

Advanced Ballistics skill level (see

Secondary Skills).


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Ogre

300 Gold

13

7

40

6-12

None

Ground

Extra Slow (4 hexes/turn)


Ogre Mage

400 Gold

13

7

60

6-12

None

Ground

Slow (5 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Ogre Fort

2000 Gold + 20 Wood

Orc Tower

4 Ogres


Upgraded Ogre Fort

2000 Gold + 5 Wood + 5 Ore + 5 Gem

Mage Guild Level I, Ogre Fort

4 Ogre Magi


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Roc

600 Gold

13

11

60

11-15

None

Flying

Extra Swift (7 hexes/turn)


Thunderbird

700 Gold

13

11

60

11-15

None

Flying

Quick (11 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Cliff Nest

2500 Gold + 10 Ore

Wolf Pen

3 Rocs


Upgraded Cliff Nest

2000 Gold + 5 Wood + 5 Ore

Cliff Nest

3 Thunderbirds


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Structure

Cost


Cyclops

750 Gold

15

12

70

16-20

16

Ground

Swift (6 hexes/turn)


Cyclops Cave

3500 Gold + 20 Ore

+ 20 Crystal

Requirements Ogre Fort

Creatures/Week 2 Cyclopses


Cyclops King

1100 Gold

17

13

70

16-20

24

Ground

Very Swift (8 hexes/turn)


Upgraded Cyclops Cave

3000 Gold + 5 Wood + 5 Ore

Cyclops Cave

2 Cyclops Lords


110


Behemoths &

Ancient Behemoths

The attack of these giant creatures is

so overwhelming it reduces their

target's ability to mount further

defenses. The attack of the behemoth

reduces target defense value by 40%.

Ancient behemoth attacks reduce it by

80%.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Behemoth

1500 Gold

17

17

160

30-50

None

Ground

Swift (6 hexes/turn)


Behemoth Lair

10000 Gold + 10 Wood

+ 10 Ore + 10 Crystal

Requirements Cliff Nest

Creatures/Week 1 Behemoth


Ancient Behemoth

3000 Gold + 1 Crystal

19

19

300

30-50

None

Ground

Ultra Swift (9 hexes/turn)

Upgraded Behemoth Lair

15000 Gold + 10 Wood + 10 Ore

+ 20 Crystal

Behemoth Lair

1 Ancient Behemoth


111


Cloud Temple


Castle/Lookout Tower


Workshop


Altar of

Wishes


Mage Tower


Mage Guild


Parapet

Library

Wall of Glyphic

Knowledge

Golden Pavilion


Hall

Marketplace

Golem Factory


Tavern


Blacksmith


Artifact

Merchants


Tower Towns


Wizards and Alchemists study their arcane craft in Towers. Tower populations are comprised of creatures

bound into service by powerful magic, made on the spot, or allied with the town through ancient pacts.

Tower armies have uniformly good morale and some of the best range attack units available.


Tower Specific Buildings


Structure


Cost


Requirements


Benefits


Artifact Merchants


10,000 Gold


Marketplace


Visit the artifact merchants building to trade

resources for artifacts.


Blacksmith


1000 Gold + 5 Wood


Village Hall


The Tower blacksmith provides the Ammo Cart

war machine (see War Machines and Siege

Features, pg. 126).


Library


1500 Gold + 5 Crystal

+ 5 Wood + 5 Ore

+ 5 Sulfur + 5 Gem

+ 5 Mercury


Mage Guild Level I If a Library is present in the town, each level of

the mage guild makes one extra spell available

for heroes to learn.


Lookout Tower


1000 Gold + 5 Wood


Fort


When a Lookout Tower is built, the Adventure

Map shroud is removed over all locations

within twenty terrain tiles.


Resource Silo


5000 Gold + 5 Ore


Marketplace


This upgrade to the marketplace provides 1 gem

per day.


Wall of Knowledge


1000 Gold + 5 Ore


This structure gives visiting heroes a permanent

Mage Guild Level I + 1 to their Knowledge skill. This effect occurs

once per hero per scenario for each Wall of

Knowledge visited.


112


Tower Creature Generators and Hordes

Gremlins & Master Gremlins

Gremlins are indentured to menial

labor around a Tower. While they are

not great warriors by any standard,

they are numerous and willing.

Gremlins attack with their attached

balls and chains. Master gremlins —

those who have proven their loyalty —

are cut from their balls and chains and

able to hurl them in a ranged attack.


Structure Requirements


Stone & Obsidian Gargoyles

Stone and obsidian gargoyles are

demon-form statues animated for use

as troops. They attack with raking

claws.


Structure

Requirements


Structure

Cost

Requirements

Creatures/Week


Gremlin

30 Gold

3

3

4

1-2

None

Ground

Extra Slow (4 hexes/turn)


Master Gremlin

40 Gold

4

4

4

1-2

8

Ground

Slow (5 hexes/turn)


Structure

Cost

Requirements

Creatures/Week


Workshop

300 Gold + 5 Wood + 5 Ore

Fort

16 Gremlins


Upgraded Workshop

1000 Gold

Workshop

16 Master Gremlins


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Stone Gargoyle

130 Gold

6

6

16

2-3

None

Flying

Swift (6 hexes/turn)


Obsidian Gargoyle

160 Gold

7

7

16

2-3

None

Flying

Ultra Swift (9 hexes/turn)


Parapet

1000 Gold + 10 Ore

Workshop

9 Stone Gargoyles


Stone & Iron Golems

Stone and iron golems are built and

animated through a process involving

both precise craftsmanship and

complex magic. Though slow, they are

strong and durable combatants. Stone

golems take half damage from spell

attacks, while iron golems take only a

quarter of such damage.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Upgraded Parapet

1500 Gold + 5 Ore

Parapet

9 Obsidian Gargoyles


Sculptor's Wings

1000 Gold

Parapet

+ 4 Parapet Production


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Stone Golem

150 Gold

7

10

30

4-5

None

Ground

Very Slow (3 hexes/turn)


Iron Golem

200 Gold

9

10

35

4-5

None

Ground

Slow (5 hexes/turn)


Structure

Cost


Golem Factory

2000 Gold + 5 Wood + 5 Ore


Upgraded Golem Factory

2000 Gold + 5 Wood + 5 Ore

+ 5 Mercury

Golem Factory

6 Iron Golems


Requirements Workshop

Creatures/Week 6 Stone Golems


113


Magi & Arch Magi

Apprentice magi, under the mentorship

of Wizards, serve as Tower troops before

they become full masters of their craft.

Both mage and arch mage units suffer no

damage penalty for attacking adjacent

enemies and reduce the casting cost of

allied hero spells by two. Arch mage

attacks penetrate cover and deal full

damage to enemies behind siege walls.


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Mage

350 Gold

11

8

25

7-9

24

Ground

Slow (5 hexes/turn)


Structure

Cost


Structure Requirements


Genies & Master Genies

Genies and master genies are Tower

allies recruited from the realm of air

magic. They attack with a shocking

grasp that does solid damage to all

opponents and 150% damage to

efreet. Once per turn, master genies

can cast a random, beneficial spell on

an allied troop.


Structure Requirements


Nagas & Naga Queens

Nagas are guardian defenders of great

strength. Their multi-sword attacks

always do maximum damage and are

so overwhelming they are impossible to

counterstrike against.


Structure Requirements


Arch Mage

450 Gold

12

9

30

7-9

24

Ground

Extra Swift (7 hexes/turn)


Mage Tower

2500 Gold + 5 Wood + 5 Ore

+ 5 Crystal + 5 Gems + 5 Mercury

+ 5 Sulfur

Requirements Mage Guild Level I, Parapet,

Golem Factory

Creatures/Week 4 Magi


Upgraded Mage Tower

2000 Gold + 5 Wood


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Master Genie

600 Gold

12

12

40

13-16

None

Flying

Quick (11 hexes/turn)


Genie

550 Gold

12

12

40

13-16

None

Flying

Extra Swift (7 hexes/turn)


Structure

Cost


Mage Tower, Library

4 Arch Magi


Altar of Wishes

3000 Gold + 5 Wood + 5 Ore

+ 6 Crystal + 6 Gems

Requirements Mage Tower

Creatures/Week 3 Genies


Upgraded Altar of Wishes

2000 Gold + 5 Wood


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Naga Queen

1600 Gold

16

13

110

30

None

Ground

Extra Swift (7 hexes/turn)


Structure

Cost


Naga

1100 Gold

16

13

110

20

None

Ground

Slow (5 hexes/turn)


Golden Pavilion

4000 Gold + 5 Wood + 5 Ore + 2

Crystal + 2 Gems + 2 Mercury + 2 Sulfur

Requirements Mage Tower

Creatures/Week 2 Nagas


Altar of Wishes

3 Master Genies


Upgraded Golden Pavilion

3000 Gold + 3 Crystal + 3 Gems

+ 3 Mercury + 3 Sulfur

Golden Pavilion

2 Naga Queens


114


Giants & Titans

Giants and titans are immune to spells

affecting the mind. Titans do 150%

damage to black dragons, can hurl

lightning bolts in a ranged attack, and

suffer no penalty for hand-to-hand

attacks making them the most

powerful ranged attack unit in the game.


Structure Requirements


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed

Structure

Cost


Giant

2000 Gold + 1 Gem

19

16

150

40-60

None

Ground

Extra Swift (7 hexes/turn)


Cloud Temple

5000 Gold + 10 Wood + 10 Ore

+ 10 Gems

Requirements Altar of Wishes, Golden Pavilion

Creatures/Week 1 Giant


Titan

5000 Gold + 2 Gems

24

24

300

40-60

24

Ground

Ultra Quick (11 hexes/turn)

Upgraded Cloud Temple

25000 Gold + 5 Wood + 5 Ore

+ 30 Gems

Cloud Temple

1 Titan


115


Neutral Creatures

These creatures are not associated with any particular town type but may be found wandering the lands

of Erathia. All elementals and golems have neutral moral and immunity to poison. Some locations found

on the Adventure Map may offer these creatures up for recruitment.


Elementals


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Air Elemental

250 Gold

9

9

25

2-8

None

Ground

Extra Swift (7 hexes/turn)

Air elementals are powered by the same forces as

Air Magic. They are immune to the Blind and

Meteor Shower spells. They take double damage

from Firestorm, Lightning Bolt, and Chain

Lightning.


Earth Elemental

400 Gold

10

10

40

4-8

None

Ground

Extra Slow (4 hexes/turn)

Earth elementals are forces of Earth Magic. They

take no damage from Lightning Bolt, Chain

Lightning, and Firestorm spells. They take double

damage from Meteor Storm attacks.


Fire Elemental

350 Gold

10

8

35

4-6

None

Ground

Swift (6 hexes/turn)


Water Elemental

300 Gold

8

10

30

3-7

None

Ground

5 (hexes/turn)


Fire elementals are burning spirits of Fire Magic.

They are immune to all Fire School spells, but

they take double damage from Ice Ray and Frost

Ring attacks.


Water Magic animates the water elemental. These

creatures are Immune to Ice Ray and Frost Ring

spells, but take double damage from Firewall,

Combustion, Fireblast, and Fireshield attacks.


116


Gold & Diamond Golems

Name

Cost

Attack

Defense

Health

Damage

Shots

Movement

Speed


Description


Gold Golem

500 Gold

11

12

50

8-10

None

Ground

Slow (5 hexes/turn)


Diamond Golem

750 Gold

13

12

60

10-14

None

Ground

Slow (5 hexes/turn)


Like the stone and iron golems found in Tower towns, diamond and gold golems are highly crafted statues animated through magic. Spells have only a 15% chance of affecting gold golems and a mere 5%

chance of affecting a diamond golem.


War Machines

Each hero may be equipped with one of each type of the four available war machines. Heroes are

automatically equipped with a Catapult. The Ammo Cart, First Aid Tent, and Ballista may be purchased

in towns from blacksmiths. In combat, they appear on the battlefield and may be attacked by opposing

forces. War machines do not perform counterstrikes when attacked, nor is their defensive value affected

by a hero's Defense skill.

Name

Cost

Attack

Defense

Health

Damage

Speed


Description


Ammo Cart

1000 Gold

0

5

100

n/a

Immobile (0 hexes/turn)


Ballista

2500 Gold

10

10

250

(2-3) x (Hero's Attack Skill + 1)

Immobile (0 hexes/turn)


The Ammo Cart provides all allied The Ballista targets enemy creature

ranged attack units with unlimited troops automatically but may be

aimed by a hero possessing the

ammunition.

Artillery skill (see Secondary Skills,

pg. 35). Ballistas are too unwieldy to

use in castle defense and do not

appear on the side of defenders during sieges.


First Aid Tent

750 Gold

0

0

75

n/a

Immobile (0 hexes/turn)

The First Aid Tent regenerates 125 points of damage for the first

creature in a troop. This effect is

applied randomly, once per round.

Heroes with the First Aid skill (see

Secondary Skills, pg. 35) can

choose which troop is affected.


117


Individual Heroes


Alchemists


Fafner


Race

Attack

Defense

Unique Ability


Male Genie

Secondary Skills

Basic Scholar, Basic Resistance

1

Power

2

1

Knowledge

2

Fafner increases the Attack and Defense skills of any Nagas or Naga Queens he commands

for each level he attains after the 6th level.


Iona


Race

Attack

Defense

Unique Ability


Female Genie

Secondary Skills

Basic Scholar, Basic Intelligence

1

Power

2

1

Knowledge

2

Iona increases the Attack and Defense skills of any Genies or Master Genies she commands

for each level she attains after the 5th level.


Neela


Race

Attack

Defense

Unique Ability


Female Genie

Secondary Skills

Basic Scholar, Basic Armorer

1

Power

2

1

Knowledge

2

Neela receives a 5% per level bonus to her Armorer skill.


Piquedram


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Mysticism, Basic Scouting

1

Power

2

1

Knowledge

2

Piquedram's increases the Attack and Defense skills of any Stone or Obsidian Gargoyles he

commands for each level he attains after the 2nd level.


Josephine


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Mysticism, Basic Sorcery

1

Power

2

1

Knowledge

2

Josephine increases the Attack and Defense skills of any Stone or Iron Golems she commands for each level she attains after the 3rd level.


Rissa


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Mysticism, Basic Offense

1

Power

2

1

Knowledge

2

Rissa is able to produce 1 additional Mercury per day for the Kingdom she serves.


Thane


Race

Attack

Defense

Unique Ability


Male Genie

Secondary Skills

Advanced Scholar

1

Power

2

1

Knowledge

2

Thane increases the Attack and Defense skills of any Genies or Master Genies he commands

for each level he attains after the 5th level.


Torosar


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Mysticism, Basic Tactics

1

Power

2

1

Knowledge

2

Torosar increases the Attack and Defense skill of any Ballista under his command for each

level he attains after the 4th level.


118


Barbarians


Crag Hack


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Advanced Offense

4

Power

1

0

Knowledge

1

Crag Hack receives a 5% per level bonus to his Offense skill.


Gretchin


Race

Attack

Defense

Unique Ability


Female Goblin

Secondary Skills

Basic Offense, Basic Pathfinding

4

Power

1

0

Knowledge

1

Gretchin increases the Attack and Defense skills of any Goblins or Hobgoblins she commands for each level she attains after the 1st level.


Gurnisson


Race

Attack

Defense

Unique Ability


Male Goblin

Secondary Skills

Basic Offense, Basic Artillery

4

Power

1

0

Knowledge

1

Gurnisson increases the Attack and Defense skill of any Ballista under his command for each

level he attains after the 4th level.


Jabarkas


Race

Attack

Defense

Unique Ability


Male Ogre

Secondary Skills

Basic Offense, Basic Archery

4

Power

1

0

Knowledge

1

Jabarkas increases the Attack and Defense skills of any Orcs or Orc Chieftains he commands

for each level he attains after the 3rd level.


Krellion


Race

Attack

Defense

Unique Ability


Female Ogre

Secondary Skills

Basic Offense, Basic Resistance

4

Power

1

0

Knowledge

1

Krellion increases the Attack and Defense skills of any Ogres or Ogre Magi she commands

for each level she attains after the 4th level.


Shiva


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Offense, Basic Scouting

4

Power

1

0

Knowledge

1

Shiva increases the Attack and Defense skills of any Rocs or Thunderbirds she commands for

each level she attains after the 5th level.


Tyraxor


Race

Attack

Defense

Unique Ability


Male Goblin

Secondary Skills

Basic Offense, Basic Tactics

4

Power

1

0

Knowledge

1

Tyraxor increases the Attack and Defense skills of any Wolf Riders or Raiders he commands

for each level he attains after the 2nd level.


Yog


Race

Attack

Defense

Unique Ability


Male Genie

Secondary Skills

Basic Offense, Basic Ballistics

4

Power

1

0

Knowledge

1

Yog increases the Attack and Defense skills of any Cyclopses or Cyclops Lords he commands

for each level he attains after the 6th level.


119


Battle Mages


Dessa


Race

Attack

Defense

Unique Ability


Male Ogre

Secondary Skills

Basic Wisdom, Basic Logistics

2

Power

1

1

Knowledge

1

Dessa receives a 5% per level bonus to his Logistics skill.


Gird


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Sorcery

2

Power

1

1

Knowledge

1

Gird receives a 5% per level bonus to her Sorcery skill.


Gundula


Race

Attack

Defense

Unique Ability


Female Ogre

Secondary Skills

Basic Wisdom, Basic Offense

2

Power

1

1

Knowledge

1

Gundula receives a 5% per level bonus to her Offense skill.


Oris


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Eagle Eye

2

Power

1

1

Knowledge

1

Oris receives a 5% per level bonus to her Eagle Eye skill.


Saurug


Race

Attack

Defense

Unique Ability


Male Ogre

Secondary Skills

Basic Wisdom, Basic Resistance

2

Power

1

1

Knowledge

1

Saurug is able to produce 1 additional Gem per day for the Kingdom he serves.


Terek


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Tactics

2

Power

1

1

Knowledge

1

Terek's proficiency with the Haste spell allows him to cast it with increased effect, based on

his level compared to the level of the target unit. (greater bonus on weaker units)


Vey


Race

Attack

Defense

Unique Ability


Male Ogre

Secondary Skills

Basic Wisdom, Basic Leadership

2

Power

1

1

Knowledge

1

Vey increases the Attack and Defense skills of any Ogres or Ogre Magi he commands for

each level he attains after the 4th level.


Zubin


Race

Attack

Defense

Unique Ability


Male Goblin

Secondary Skills

Basic Wisdom, Basic Artillery

2

Power

1

1

Knowledge

1

Zubin's proficiency with the Precision spell allows him to cast it with increased effect, based

on his level compared to the level of the target unit. (greater bonus on weaker units)


120


Beastmasters


Alkin


Race

Attack

Defense

Unique Ability


Male Gnoll

Secondary Skills

Basic Armorer, Basic Offense

0

Power

1

4

Knowledge

1

Alkin increases the Attack and Defense skills of any Gorgons or Mighty Gorgons he commands for each level he attains after the 5th level.


Broghild


Race

Attack

Defense

Unique Ability


Male Lizardman

Secondary Skills

Basic Armorer, Basic Scouting

0

Power

1

4

Knowledge

1

Broghild increases the Attack and Defense skills of any Wyverns or Wyvern Monarchs he

commands for each level he attains after the 6th level.


Bron


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Armorer, Basic Resistance

0

Power

1

4

Knowledge

1

Bron increases the Attack and Defense skills of any Basilisks or Greater Basilisks he commands for each level he attains after the 4th level.


Drakon


Race

Attack

Defense

Unique Ability


Male Gnoll

Secondary Skills

Basic Armorer, Basic Leadership

0

Power

1

4

Knowledge

1

Drakon increases the Attack and Defense skills of any Gnolls or Gnoll Marauders he commands for each level he attains after the 1st level.


Gerwulf


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Armorer, Basic Artillery

0

Power

1

4

Knowledge

1

Gerwulf increases the Attack and Defense skill of any Ballista under his command for each

level he attains after the 4th level.


Korbac


Race

Attack

Defense

Unique Ability


Male Lizardman

Secondary Skills

Basic Armorer, Basic Pathfinding

0

Power

1

4

Knowledge

1

Korbac increases the Attack and Defense skills of any Serpent or Dragon Flies he commands

for each level he attains after the 3rd level.


Tazar


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Advanced Armorer

0

Power

1

4

Knowledge

1

Tazar receives a 5% per level bonus to his Armorer skill.


Wystan


Race

Attack

Defense

Unique Ability


Male Lizardman

Secondary Skills

Basic Armorer, Basic Archery

0

Power

1

4

Knowledge

1

Wystan increases the Attack and Defense skills of any Lizardmen or Lizard Warriors he commands for each level he attains after the 2nd level.


121


Clerics


Adela


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Diplomacy

1

Power

2

0

Knowledge

2

Adela's proficiency with the Bless spell allows her to cast it with increased effect, based on her

level compared to the level of the target unit. (greater bonus on weaker units)


Cuthbert


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Estates

1

Power

2

0

Knowledge

2

Cuthbert's proficiency with the Weakness spell allows him to cast it with increased effect,

based on his level compared to the level of the target unit. (greater bonus on weaker units)


Caitlin


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Intelligence

1

Power

2

0

Knowledge

2

Caitlin's presence allows the Kingdom she serves to receive an additional 350 gold per day.


Adelaide


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Advanced Wisdom

1

Power

2

0

Knowledge

2

Adelaide's proficiency with the Frost Ring spell allows her to cast it with increased effect,

based on her level compared to the level of the target unit. (greater bonus on weaker units)


Ingham


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Mysticism

1

Power

2

0

Knowledge

2

Ingham increases the Attack and Defense skills of any Monks or Zealots he commands for

each level he attains after the 5th level.


Loynis


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Learning

1

Power

2

0

Knowledge

2

Loynis's proficiency with the Prayer spell allows him to cast it with increased effect, based on

his level compared to the level of the target unit. (the bonus is greater on weaker units)


Rion


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic First Aid

1

Power

2

0

Knowledge

2

Rion receives a 5% per level bonus to his First Aid skill.


Sanya


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Eagle Eye

1

Power

2

0

Knowledge

2

Sanya receives a 5% per level bonus to her Eagle Eye skill.


122


Death Knights


Charna


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Necromancy, Basic Tactics

1

Power

2

2

Knowledge

1

Charna increases the Attack and Defense skills of any Wights or Wraiths she commands for

each level she attains after the 3rd level.


Clavius


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Necromancy, Basic Offense

1

Power

2

2

Knowledge

1

Clavius's presence allows the Kingdom he serves to receive an additional 350 gold per day.


Galthran


Race

Attack

Defense

Unique Ability


Male Vampire

Secondary Skills

Basic Necromancy, Basic Armorer

1

Power

2

2

Knowledge

1

Galthran increases the Attack and Defense skills of any Skeletons or Skeleton Warriors he

commands for each level he attains after the 1st level.


Isra


Race

Attack

Defense

Unique Ability


Female Lich

Secondary Skills

Advanced Necromancy

1

Power

2

2

Knowledge

1

Isra receives a 5% per level bonus to her Necromancy skill.


Moandor


Race

Attack

Defense

Unique Ability


Male Lich

Secondary Skills

Basic Necromancy, Basic Learning

1

Power

2

2

Knowledge

1

Moandor increases the Attack and Defense skills of any Liches or Power Liches he commands for each level he attains after the 5th level.


Tamika


Race

Attack

Defense

Unique Ability


Female Vampire

Secondary Skills

Basic Necromancy, Basic Offense

1

Power

2

2

Knowledge

1

Tamika increases the Attack and Defense skills of any Black Knights or Dread Knights she

commands for each level she attains after the 6th level.


Straker


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Necromancy, Basic Resistance

1

Power

2

2

Knowledge

1

Straker increases the Attack and Defense skills of any Walking Dead or Zombies he commands for each level he attains after the 2nd level.


Vokial


Race

Attack

Defense

Unique Ability


Male Vampire

Secondary Skills

Basic Necromancy, Basic Artillery

1

Power

2

2

Knowledge

1

Vokial increases the Attack and Defense skills of any Vampires or Vampire Lords he commands for each level he attains after the 4th level.


123


Demoniacs


Rashka


Race

Attack

Defense

Unique Ability


Male Efreet

Secondary Skills

Basic Scholar, Basic Wisdom

2

Power

1

2

Knowledge

1

Rashka increases the Attack and Defense skills of any Efreet or Efreet Sultans he commands

for each level he attains after the 6th level.


Calh


Race

Attack

Defense

Unique Ability


Male Demon

Secondary Skills

Basic Archery, Basic Scouting

2

Power

1

2

Knowledge

1

Calh increases the Attack and Defense skills of any Gogs or Magogs he commands for each

level he attains after the 2nd level.


Fiona


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Advance Scouting

2

Power

1

2

Knowledge

1

Fiona increases the Attack and Defense skills of any Hell Hounds or Cerberi she commands

for each level she attains after the 3rd level.


Ignatius


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Tactics, Basic Resistance

2

Power

1

2

Knowledge

1

Ignatius increases the Attack and Defense skills of any Imps or Familiars he commands for

each level he attains after the 1st level.


Marius


Race

Attack

Defense

Unique Ability


Female Demon

Secondary Skills

Advanced Armorer

2

Power

1

2

Knowledge

1

Marius increases the Attack and Defense skills of any Demons or Horned Demons she commands for each level she attains after the 4th level.


Nymus


Race

Attack

Defense

Unique Ability


Female Demon

Secondary Skills

Advanced Offense

2

Power

1

2

Knowledge

1

Nymus increases the Attack and Defense skills of any Pit Fiends or Lords she commands for

each level she attains after the 5th level.


Pyre


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Logistics, Basic Artillery

2

Power

1

2

Knowledge

1

Pyre increases the Attack and Defense skill of any Ballista under her command for each level

she attains after the 4th level.


Octavia


Race

Attack

Defense

Unique Ability


Female Efreet

Secondary Skills

Basic Scholar, Basic Offense

2

Power

1

2

Knowledge

1

Octavia's presence allows the Kingdom she serves to receive an additional 350 gold per day.


124


Druids


Aeris


Race

Attack

Defense

Unique Ability


Male Elf

Secondary Skills

Basic Wisdom, Basic Scouting

0

Power

1

2

Knowledge

2

Aeris increases the Attack and Defense skills of any Pegasi or Silver Pegasi he commands for

each level he attains after the 4th level.


Alagar


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Sorcery

0

Power

1

2

Knowledge

2

Alagar's proficiency with the Ice Bolt spell allows him to cast it with increased effect, based

on his level compared to the level of the target unit. (greater bonus on weaker units)


Uland


Race

Attack

Defense

Unique Ability


Male Dwarf

Secondary Skills

Advanced Wisdom, Basic Ballistics

0

Power

1

2

Knowledge

2

Uland's proficiency with the Cure spell allows him to cast it with increased effect, based on

his level compared to the level of the target unit. (greater bonus on weaker units)


Coronius


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Scholar

0

Power

1

2

Knowledge

2

Coronius's proficiency with the Slayer spell allows him to cast it with increased effect, based

on his level compared to the level of the target unit. (greater bonus on weaker units)


Elleshar


Race

Attack

Defense

Unique Ability


Male Elf

Secondary Skills

Basic Wisdom, Basic Intelligence

0

Power

1

2

Knowledge

2

Elleshar receives a 5% per level bonus to his Intelligence skill.


Gem


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic First Aid

0

Power

1

2

Knowledge

2

Gem receives a 5% per level bonus to her First Aid skill.


Malcom


Race

Attack

Defense

Unique Ability


Male Dwarf

Secondary Skills

Basic Wisdom, Basic Eagle Eye

0

Power

1

2

Knowledge

2

Malcom receives a 5% per level bonus to his Eagle Eye skill.


Melodia


Race

Attack

Defense

Unique Ability


Female Elf

Secondary Skills

Basic Wisdom, Basic Luck

0

Power

1

2

Knowledge

2

Melodia's proficiency with the Fortune spell allows her to cast it with increased effect, based

on her level compared to the level of the target unit. (greater bonus on weaker units)


125


Heretics


Ash


Race

Attack

Defense

Unique Ability


Female Demon

Secondary Skills

Basic Wisdom, Basic Eagle Eye

1

Power

2

1

Knowledge

1

Ash's proficiency with the Bloodlust spell allows her to cast it with increased effect, based on

her level compared to the level of the target unit. (greater bonus on weaker units)


Axsis


Race

Attack

Defense

Unique Ability


Male Demon

Secondary Skills

Basic Wisdom, Basic Mysticism

1

Power

2

1

Knowledge

1

Axsis receives a 5% per level bonus to his Mysticism skill.


Ayden


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Intelligence

1

Power

2

1

Knowledge

1

Ayden receives a 5% per level bonus to his Intelligence skill.


Calid


Race

Attack

Defense

Unique Ability


Female Demon

Secondary Skills

Basic Wisdom, Basic Learning

1

Power

2

1

Knowledge

1

Calid is able to produce 1 additional Sulfur per day for the Kingdom she serves.


Olema


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Ballistics

1

Power

2

1

Knowledge

1

Olema's proficiency with the Weakness spell allows her to cast it with increased effect, based

on her level compared to the level of the target unit. (greater bonus on weaker units)


Xyron


Race

Attack

Defense

Unique Ability


Male Efreet

Secondary Skills

Basic Wisdom, Basic Scholar

1

Power

2

1

Knowledge

1

Xyron's proficiency with the Inferno spell allows him to cast it with increased effect, based on

his level compared to the level of the target unit. (greater bonus on weaker units)


Xarfax


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Leadership

1

Power

2

1

Knowledge

1

Xarfax's proficiency with the Fireball spell allows him to cast it with increased effect, based on

his level compared to the level of the target unit. (greater bonus on weaker units)


Zydar


Race

Attack

Defense

Unique Ability


Male Efreet

Secondary Skills

Basic Wisdom, Basic Sorcery

1

Power

2

1

Knowledge

1

Zydar receives a 5% per level bonus to his Sorcery skill.


126


Knights


Edric


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Leadership, Basic Armorer

2

Power

1

2

Knowledge

1

Edric increases the Attack and Defense skills of any Griffins or Royal Griffins he commands

for each level he attains after the 3rd level.


Orrin


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Leadership, Basic Archery

2

Power

1

2

Knowledge

1

Orrin receives a 5% per level bonus to his Archery skill.


Sylvia


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Navigation

2

Power

1

2

Knowledge

1

Sylvia receives a 5% per level bonus to her Navigation skill.


Lord Haart


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Leadership, Basic Estates

2

Power

1

2

Knowledge

1

Lord Haart receives a 5% per level bonus to his Estates skill.


Valeska


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Archery

2

Power

1

2

Knowledge

1

Valeska increases the Attack and Defense skills of any Archers or Marksmen she commands

for each level she attains after the 2nd level.


Christian


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Leadership, Basic Artillery

2

Power

1

2

Knowledge

1

Christian increases the Attack and Defense skill of any Ballista under his command for each

level he attains after the 4th level.


Sorsha


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Offense

2

Power

1

2

Knowledge

1

Sorsha increases the Attack and Defense skills of any Swordsmen or Crusaders she commands for each level she attains after the 4th level.


Tyris


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Tactics

2

Power

1

2

Knowledge

1

Tyris increases the Attack and Defense skills of any Cavaliers or Champions she commands

for each level she attains after the 6th level.


127


Necromancers


Aislinn


Race

Attack

Defense

Unique Ability


Female Vampire

Secondary Skills

Basic Necromancy, Basic Wisdom

1

Power

2

0

Knowledge

2

Aislinn's proficiency with the Meteor Shower spell allows her to cast it with increased effect,

based on her level compared to the level of the target unit. (greater bonus on weaker units)


Nagash


Race

Attack

Defense

Unique Ability


Male Lich

Secondary Skills

Basic Necromancy, Basic Intelligence

1

Power

2

0

Knowledge

2

Nagash's presence allows the Kingdom he serves to receive an additional 350 gold per day.


Nimbus


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Necromancy, Basic Eagle Eye

1

Power

2

0

Knowledge

2

Nimbus receives a 5% per level bonus to his Eagle Eye skill.


Sandro


Race

Attack

Defense

Unique Ability


Male Lich

Secondary Skills

Basic Necromancy, Basic Sorcery

1

Power

2

0

Knowledge

2

Sandro receives a 5% per level bonus to his Sorcery skill.


Septienna


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Necromancy, Basic Scholar

1

Power

2

0

Knowledge

2

Septienna's proficiency with the Death Ripple spell allows her to cast it with increased effect,

based on her level compared to the level of the target unit. (greater bonus on weaker units)


Thant


Race

Attack

Defense

Unique Ability


Male Vampire

Secondary Skills

Basic Necromancy, Basic Mysticism

1

Power

2

0

Knowledge

2

Thant's proficiency with the Animate Dead spell allows him to cast it with increased effect,

based on his level compared to the level of the target unit. (greater bonus on weaker units)


Vidomina


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Advanced Necromancy

1

Power

2

0

Knowledge

2

Vidomina receives a 5% per level bonus to her Necromancy skill.


Xsi


Race

Attack

Defense

Unique Ability


Female Lich

Secondary Skills

Basic Necromancy, Basic Learning

1

Power

2

0

Knowledge

2

Xsi's proficiency with the Stone Skin spell allows her to cast it with increased effect, based on

her level compared to the level of the target unit. (greater bonus on weaker units)


128


Overlords


Ajit


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Leadership, Basic Resistance

2

Power

1

2

Knowledge

1

Ajit increases the Attack and Defense skills of any Beholders or Evil Eyes he commands for

each level he attains after the 1st level.


Arlach


Race

Attack

Defense

Unique Ability


Male Troglodyte

Secondary Skills

Basic Offense, Basic Artillery

2

Power

1

2

Knowledge

1

Arlach increases the Attack and Defense skill of any Ballista under his command for each

level he attains after the 4th level.


Dace


Race

Attack

Defense

Unique Ability


Male Minotaur

Secondary Skills

Basic Tactics, Basic Offense

2

Power

1

2

Knowledge

1

Dace increases the Attack and Defense skills of any Minotaurs or Minotaur Kings he commands for each level he attains after the 5th level.


Damacon


Race

Attack

Defense

Unique Ability


Male Troglodyte

Secondary Skills

Advanced Offense

2

Power

1

2

Knowledge

1

Damacon's presence allows the Kingdom he serves to receive an additional 350 gold per day.


Gunnar


Race

Attack

Defense

Unique Ability


Male Minotaur

Secondary Skills

Basic Tactics, Basic Logistics

2

Power

1

2

Knowledge

1

Gunnar receives a 5% per level bonus to his Logistics skill.


Lorelei


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Scouting

2

Power

1

2

Knowledge

1

Lorelei increases the Attack and Defense skills of any Harpies or Harpy Hags she commands

for each level she attains after the 2nd level.


Shakti


Race

Attack

Defense

Unique Ability


Male Troglodyte

Secondary Skills

Basic Offense, Basic Tactics

2

Power

1

2

Knowledge

1

Shakti increases the Attack and Defense skills of any Troglodytes or Infernal Troglodytes he

commands for each level he attains after the 1st level.


Synca


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Scholar

2

Power

1

2

Knowledge

1

Synca increases the Attack and Defense skills of any Manticores or Scorpicores she commands for each level she attains after the 6th level.


129


Rangers


Clancy


Race

Attack

Defense

Unique Ability


Male Dwarf

Secondary Skills

Basic Resistance, Basic Pathfinding

1

Power

1

3

Knowledge

1

Clancy increases the Attack and Defense skills of any Unicorns or War Unicorns he commands for each level he attains after the 6th level.


Ivor


Race

Attack

Defense

Unique Ability


Male Elf

Secondary Skills

Basic Archery, Basic Offense

1

Power

1

3

Knowledge

1

Ivor increases the Attack and Defense skills of any Wood Elves or Grand Elves he commands

for each level he attains after the 3rd level.


Jenova


Race

Attack

Defense

Unique Ability


Female Elf

Secondary Skills

Advanced Archery

1

Power

1

3

Knowledge

1

Jenova's presence allows the Kingdom she serves to receive an additional 350 gold per day.


Kyrre


Race

Attack

Defense

Unique Ability


Female Elf

Secondary Skills

Basic Archery, Basic Logistics

1

Power

1

3

Knowledge

1

Kyrre receives a 5% per level bonus to her Logistics skill.


Mephala


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Leadership, Basic Armorer

1

Power

1

3

Knowledge

1

Mephala receives a 5% per level bonus to her Armorer skill.


Ryland


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Leadership, Basic Diplomacy

1

Power

1

3

Knowledge

1

Ryland increases the Attack and Defense skills of any Dendroid Guards or Soldiers he commands for each level he attains after the 5th level.


Thorgrim


Race

Attack

Defense

Unique Ability


Male Dwarf

Secondary Skills

Advanced Magic Resistance

1

Power

1

3

Knowledge

1

Thorgrim receives a 5% per level bonus to his Resistance skill.


Ufretin


Race

Attack

Defense

Unique Ability


Male Dwarf

Secondary Skills

Basic Resistance, Basic Luck

1

Power

1

3

Knowledge

1

Ufretin increases the Attack and Defense skills of any Dwarves of Battle Dwarves he commands for each level he attains after the 2nd level.


130


Warlocks


Alamar


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Scholar

0

Power

3

0

Knowledge

2

Alamar's proficiency with the Resurrection spell allows him to cast it with increased effect,

based on his level compared to the level of the target unit. (greater bonus on weaker units)


Darkstorn


Race

Attack

Defense

Unique Ability


Male Minotaur

Secondary Skills

Basic Wisdom, Basic Learning

0

Power

3

0

Knowledge

2

Darkstorn's proficiency with the Stone Skin spell allows him to cast it with increased effect,

based on his level compared to the level of the target unit. (greater bonus on weaker units)


Deemer


Race

Attack

Defense

Unique Ability


Male Minotaur

Secondary Skills

Basic Wisdom, Advanced Scouting

0

Power

3

0

Knowledge

2

Deemer's proficiency with the Meteor Shower spell allows him to cast it with increased effect,

based on his level compared to the level of the target unit. (greater bonus on weaker units)


Geon


Race

Attack

Defense

Unique Ability


Male Troglodyte

Secondary Skills

Basic Wisdom, Basic Eagle Eye

0

Power

3

0

Knowledge

2

Geon receives a 5% per level bonus to his Eagle Eye skill.


Jaegar


Race

Attack

Defense

Unique Ability


Male Troglodyte

Secondary Skills

Basic Wisdom, Basic Mysticism

0

Power

3

0

Knowledge

2

Jaegar receives a 5% per level bonus to his Mysticism skill.


Jeddite


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Advanced Wisdom

0

Power

3

0

Knowledge

2

Jeddite's proficiency with the Resurrection spell allows him to cast it with increased effect,

based on his level compared to the level of the target unit. (greater bonus on weaker units)


Malekith


Race

Attack

Defense

Unique Ability


Male Minotaur

Secondary Skills

Basic Wisdom, Basic Sorcery

0

Power

3

0

Knowledge

2

Malekith receives a 5% per level bonus to his Sorcery skill.


Sephinroth


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Intelligence

0

Power

3

0

Knowledge

2

Sephinroth is able to produce 1 additional Crystal per day for the Kingdom she serves.


131


Witches


Andra


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Intelligence

0

Power

2

1

Knowledge

2

Andra receives a 5% per level bonus to her Intelligence skill.


Merist


Race

Attack

Defense

Unique Ability


Female Gnoll

Secondary Skills

Basic Wisdom, Basic Learning

0

Power

2

1

Knowledge

2

Merist's proficiency with the Stone Skin spell allows her to cast it with increased effect, based

on her level compared to the level of the target unit. (greater bonus on weaker units)


Mirlanda


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Advanced Wisdom

0

Power

2

1

Knowledge

2

Mirlanda's proficiency with the Weakness spell allows her to cast it with increased effect, based

on her level compared to the level of the target unit. (greater bonus on weaker units)


Rosic


Race

Attack

Defense

Unique Ability


Female Gnoll

Secondary Skills

Basic Wisdom, Basic Mysticism

0

Power

2

1

Knowledge

2

Rosic receives a 5% per level bonus to her Mysticism skill.


Styg


Race

Attack

Defense

Unique Ability


Female Lizardwoman Secondary Skills

Basic Wisdom, Basic Sorcery

0

Power

2

1

Knowledge

2

Styg receives a 5% per level bonus to her Sorcery skill.


Tiva


Race

Attack

Defense

Unique Ability


Female Gnoll

Secondary Skills

Basic Wisdom, Basic Eagle Eye

0

Power

2

1

Knowledge

2

Tiva receives a 5% per level bonus to her Eagle Eye skill.


Verdish


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic First Aid

0

Power

2

1

Knowledge

2

Verdish receives a 5% per level bonus to her First Aid skill.


Voy


Race

Attack

Defense

Unique Ability


Female Lizardwoman Secondary Skills

Basic Wisdom, Basic Navigation

0

Power

2

1

Knowledge

2

Voy receives a 5% per level bonus to her Navigation skill.


132


Wizards


Aine


Race

Attack

Defense

Unique Ability


Female Genie

Secondary Skills

Basic Wisdom, Basic Scholar

0

Power

2

0

Knowledge

3

Aine's presence allows the Kingdom she serves to receive an additional 350 gold per day.


Astral


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Advanced Wisdom

0

Power

2

0

Knowledge

3

Astral's proficiency with the Hypnotize spell allows him to cast it with increased effect, based

on his level compared to the level of the target unit. (greater bonus on weaker units)


Cyra


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Diplomacy

0

Power

2

0

Knowledge

3

Cyra's proficiency with the Haste spell allows her to cast it with increased effect, based on her

level compared to the level of the target unit. (greater bonus on weaker units)


Daremyth


Race

Attack

Defense

Unique Ability


Female Genie

Secondary Skills

Basic Wisdom, Basic Intelligence

0

Power

2

0

Knowledge

3

Daremyth's proficiency with the Fortune spell allows her to cast it with increased effect, based

on her level compared to the level of the target unit.


Halon


Race

Attack

Defense

Unique Ability


Male Genie

Secondary Skills

Basic Wisdom, Basic Mysticism

0

Power

2

0

Knowledge

3

Halon receives a 5% per level bonus to his Mysticism skill.


Serena


Race

Attack

Defense

Unique Ability


Female Human

Secondary Skills

Basic Wisdom, Basic Eagle Eye

0

Power

2

0

Knowledge

3

Serena receives a 5% per level bonus to her Eagle Eye skill.


Solmyr


Race

Attack

Defense

Unique Ability


Male Genie

Secondary Skills

Basic Wisdom, Basic Sorcery

0

Power

2

0

Knowledge

3

Solmyr's proficiency with the Chain Lightning spell allows him to cast it with increased

effect, based on his level compared to the level of the target unit.


Theodorus


Race

Attack

Defense

Unique Ability


Male Human

Secondary Skills

Basic Wisdom, Basic Ballistics

0

Power

2

0

Knowledge

3

Theodorus increases the Attack and Defense skills of any Magi or Arch Magi he commands

for each level he attains after the 4th level.


133


Keyboard Shortcuts

Adventure Map

H – Selects next hero

M – Moves current hero


Tab – Send a chat message

(multiplayer game)

Esc - Quit


K – Kingdom Overview


Town Screen

Up Arrow – Previous town

Down Arrow – Next town

Space – Switches visiting/

garrison heroes


U – Toggles map elevation

C – Cast spell

Z – Puts current hero to sleep

W – Wakens current hero

Q – Quest Log

E – End turn

A – Adventure Options

V – View World

P – Puzzle Map

D – Dig

I – View Scenario Info

O – System Options

M – Main Menu


Combat Screen

A – Automatic combat on/off

D – Defend

W – Wait


A – Displays adventure spells

C – Combat spells


S – Surrender


View Army Window


O – Combat Options


U – Upgrade creature


T – View troop


D – Dismiss creature


R – Restart Scenario


F6 – Toggles hex grid display


S – Save Game


F7 – Toggles mouse shadow

display


Arrow Keys – Moves current

hero


Up/Down Arrows – Move

through bookmarks


R – Retreat


F5 – Toggles creature pop-up

types


Esc – Return to Game


Left/Right Arrows – Turns pages


C – Cast spell


L – Load Game


Q – Quit to Desktop


Spell Book


F8 – Toggles movement shadow

display

Up/Down Arrow Keys –

Scrolls combat messages


Ctrl + Arrow Keys – Scrolls

Adventure Map


Space – Selects next creature


Return – Centers current hero

or town on Adventure Map


S – Start combat during Tactics

phase


General

F1 – Help

F4 – Toggles window/full screen

display

Esc – Cancel, Exit, or No

Return – Okay, Accept, or Yes


134


Mplayer.com

What is Mplayer.com?

Mplayer.com is the #1 multiplayer game service on the Internet. Playing the Heroes III game on

Mplayer.com means that a player in a remote location can challenge other players in remote locations, and

they'll play in real time — like they're all sitting in the same room. Mplayer.com offers hundreds of innovative features, including real-time voice — chat that lets you verbally taunt your opponents and praise your

teammates. When you sign up for Mplayer.com you're joining a friendly online community where you can

participate in regular tournaments, contests, and special events.


Pricing

Mplayer.com is FREE — there are no charges or monthly fees to play the Heroes III game on

Mplayer.com.


So how do I get started?

Installing Mplayer.com is simple. Just follow these easy steps and you're on your way to the excitement

of online multiplayer gaming!

1. There are several ways to install Mplayer.com from the Heroes III game:

• From the game CD-ROM Autorun Menu

select the More option

• From the Windows 95 Start Menu

select Heroes III and the Online Services option

• From Multiplayer Game Type Menu

select the Online Services button

• From the Heroes III folder

click on the Online Services option

2. Each of these ways will bring up the Multiplayer Online Services menu with the Mplayer.com button,

which will:

• Check for Mplayer.com — if you don't have it, we'll install everything you need! Just follow the easy

install instructions at the prompts. During the process, you'll set up an Mplayer.com account and

select your Mplayer.com member name and password.

3. After installing Mplayer.com, your Web browser will launch and connect you to the Mplayer.com game

page:

• Make sure your game CD-ROM is in the disk drive.

• Now click on 'Play Now' to log onto Mplayer.com and head to the Lobby of your game.

• Before entering the game's Lobby, we'll automatically download any additional files you might need

to make the game playable on Mplayer.com.


135


4. Now you are in your game's Lobby on Mplayer.com.

• Chat with other players by typing your message and pressing Enter.

• To enter a Game Room, double-click on a green Room icon.

• If you want to create a new Game Room, click on the Create Room button.

5. Almost there!

• If you enter an existing Game Room, Click on the 'Ready to Play?' button, or,

• If you create a Room, wait for players, then click on the 'Launch Game' button.

6. Have fun playing on Mplayer.com!


Mplayer.com Customer Support

Mplayer.com has a staff of highly trained Technical Support representatives waiting to answer any questions

or solve any problems you can throw at 'em. If you're having trouble installing Mplayer.com, contact a

Technical Support representative by emailing support@mplayer.com or by calling (650) 429-3100

between the hours of 3 p.m. and 10 p.m. (PST), seven days a week.

For more information about Mplayer.com visit our Web site at www.mplayer.com.


Mplayer.com Technical Info

You need the following PC configuration to install our software and play games on Mplayer.com:

System Requirements:

• Windows 95

• Pentium processor

• 8MB RAM (16MB recommended)

• 14.4 KBPS or faster modem (28.8 KBPS or higher recommended)

• Internet access*

• Web browser


🞰 AOL, CompuServe, and Prodigy do not yet support adequate TCP/IP connections for FAST gameplay. Low latency games, including turn-based

or role playing games, however, can be played.


136


Using HEAT

How to Play on HEAT

1. There are several ways to install HEAT from the Heroes III game:

• From the game CD-ROM Autorun Menu

select the More option

• From the Windows 95 Start Menu

select Heroes III and the Online Services option

• From the Multiplayer Game Type Menu

select the Online Services button

• From the Heroes III folder

click on the Online Services option

Each of these ways will bring up the Online Services menu with the HEAT button, which will install

HEAT.

2. For FREE gameplay on HEAT.net, you may use the HEAT button on the Online Services menu

or, from your Java-enabled Internet browser, go to http://www.heat.net. If you aren't already a HEAT

member, register your account information. Note, that if you already installed the HEAT software

from your Heroes of Might and Magic III CD-ROM, you will not need to download the software.

(HEAT updates are automatic.)

3. Log in by entering your user name and password.

4. Choose the Heroes III game from the list of games

5. Click the "Play Now" button on the web page to get to the Heroes of Might and Magic III lobby

area.

6. From the HEAT Heroes III game lobby, you may choose to create a new "room" or join an

existing room. If you decide to create a room you will be the moderator, who controls the game

setting options. As the moderator you can start a game at anytime by clicking the Launch button.

Note: for users with less than 48MB of RAM: Go to the Options Menu of the HEAT.net Katalyst, click on the General tab, and check the box

labeled Kill Browser When Game Starts.


137


Troubleshooting

Installation

Problem: The CD is in the CD-ROM drive, but the computer is not recognizing it.

Answers: The CD may be dirty or scratched.

Solutions:

1. Make sure you have the 'Game' CD in the CD-ROM drive.

2. Make sure the data side of the CD (shiny side) is not dirty or scratched. If it is dirty, take a lint

free non-abrasive cloth and wipe gently to clean it (always wipe radially, from the inside of the disk

to the outside edges). If the data side of the CD appears scratched, please call Customer Support

for information on our exchange policy.

Problem: The computer freezes during install and an error message is displayed.

Answers: Your computer may be using an older 16-bit CD-ROM driver; there may not be enough space

on your hard drive for temporary files to expand; the CD-ROM drive might be having problems with how

it buffers information.

To check and see if your computer is using an older 16-bit CD-ROM driver:

1. Right-click on the My Computer icon and select 'Properties'.

2. Click on the 'Performance' tab.

3. In the 'Performance status' box, if the File System line says "Some drivers are using MS-DOS

compatibility, you are using a 16-bit CD-ROM driver.

Solutions:

1. For 16-bit CD-ROM drivers: Contact the manufacturer of your CD-ROM drive or the manufacturer

of your computer for an updated 32-bit CD-ROM driver.

2. For 32-bit CD-ROM drivers:

• Close all unnecessary programs running in the Background: Press the CTRL+ALT+DEL keys

at the same time, select a program, and press the End Task button. Repeat until all programs except

the 'Explorer' and 'Systray' programs are closed.

• Empty the Recycle Bin and delete all files in your C:\Windows\Temp folder.

3. Turn off read-ahead on the CD-ROM drive:

1. Right-click on the My Computer icon and select 'Properties'.

2. Click on the 'Performance' tab.

3. Click on the 'File System' button.

4. Choose the 'CD-ROM' tab at the top

5. Change the 'Optimize access pattern for' field to 'No read-ahead'

6. Click on Apply, then OK and finally click Close (you will be prompted to restart your system).


You can restore the setting back to normal after the game is installed successfully.


138


Launching the Game I

Problem: After launching the game from the Start menu or Desktop icon, you get a blank screen, a

black box surrounding the mouse cursor, blurring or choppy graphics, vertical lines on the screen, choppy

sound, or no sound.

Answer: There is probably a conflict between your video or sound card and Microsoft's DirectX.

Solution:

1. Put the 'Install' CD in the CD-ROM drive.

2. Press the Start button on the Windows 95 task bar and select 'Find', and then 'Files or Folders..'.

3. Type 'dxsetup.exe' in the 'Named:' box and select your CD-ROM drive under 'Look in'.

4. Select the 'Find Now' button.

5. Double click on the 'dxsetup.exe' file when the search is done. You will see the DirectX Setup

window. All components should be version 4.05.x or greater, except for 'Old Direct Play', which

may have a lower number. If not all of the drivers are 4.05.x or greater:

6. Select the 'Reinstall DirectX' button. At this point, DirectX may prompt you for information

about your video and/or audio drivers. Follow the recommendations and restart the computer

as prompted.


For Windows 98 users:

1. Press the Start button on the Windows 98 task bar and select 'Help'

2. Select the Search tab, type 'DirectX Troubleshooter' in the text box, and then press the List Topics

button. Select 'DirectX Troubleshooter' in the Topics window, click the Display Button, and then

follow the instructions to troubleshoot your DirectX issue.

Video and Sound card manufacturers regularly update their software drivers to enhance performance and

stability, and to improve compatibility with DirectX. You can find links to many of these manufacturers' sites by going to the Driver Updates section of our support web site, which is located at

http://www.3do.com/support.

You may obtain a list of Microsoft-certified video and audio drivers for your hardware by going to

http://www.microsoft.com/hwtest/hcl/. Drivers listed here are confirmed to be compatibility with

Windows 95, Windows 98 and Windows NT4.0.

Microsoft updates DirectX and its components regularly and posts them for download off of their web

site at http://www.microsoft.com/DirectX.


139


Launching the Game II

Problem: After launching the game from the Start menu or the desktop icon, your machine locks up,

or flashes and returns to the desktop.

Answer: There may be a conflict with the game and another program running in memory.

Solution:

1. Before starting the game, press CTRL-ALT-DEL , this will bring up a list of everything running

in memory.

2. The only programs that need to be running (to run Windows) are Explorer and Systray

3. Highlight the other programs (one at a time) and select "End Task".

4. Repeat step 1 and 3 for each of the other programs.

5. Once you are down to the last two programs (Explorer and Systray), try running the program again.


For Windows 98 users:

1. Go to your Start menu and then Run.

2. In the run line type: msconfig (This will bring up your System Configuration Utility)

3. Select the "Startup" tab, and turn all of the check boxes off.

4. Press "OK" and then restart your machine.

5. Once your machine has restarted try running the program again.


140


Customer Support

Web Site

Visit www.3do.com/support for late-breaking news and information, answers to Frequently Asked

Questions (FAQ's), links to hardware manufacturers' web sites, and the latest product updates.

If you want to ask a specific technical question, you can use the online email form available at our web

site.


Phone

Call (650) 261-3454,

Pacific Time.


Monday through Friday, 9:00am - 12:00 noon and 2:00pm - 5:00pm,


U.S. Mail

Customer Support

The 3DO Company

600 Galveston Drive

Redwood City, CA 94063

However you choose to contact us, please provide us with the following information: Computer OS type,

amount of RAM, and CPU type (this information is available by right-clicking the My Computer icon,

selecting 'Properties', and then clicking the 'General' tab), as well as your hard drive size and available

free space (right-click on your hard drive icon).

3DO Direct Sales - (800) 336-3506

World Wide Web - http://www.3do.com

Customer Support general e-mail address: customer-support@3do.com


141


Index

Advanced .......................................................................................... 35

Adventure Map ................................................................................. 13

Adventure Map Cursors .................................................................... 19

Adventure Map View ......................................................................... 14

Adventure Options ........................................................................... 20

Adventure Spell ................................................................................ 56

Air Magic ......................................................................................... 64

Alchemists ............................................................................... 25, 118

Animation Speed Options ................................................................. 48

Army Formation ............................................................................... 30

Arraying Forces ................................................................................ 41

Arrow Tower ..................................................................................... 46

Artifact Merchant ............................................................................. 53

Artifacts ........................................................................................... 18

Auto Combat Options ...................................................................... 48

Barbarian ......................................................................................... 25

Basic ................................................................................................ 35

Battle Mage .............................................................................. 25, 120

Beastmasters ............................................................................ 24, 121

Boats ............................................................................................... 16

Border Guards .................................................................................. 18

Cast Spell ......................................................................................... 20

Castle ............................................................................................... 52

Castle Buildings ................................................................................ 84

Castle Creatures ................................................................................ 85

Clerics ...................................................................................... 24, 122

Combat ............................................................................................ 40

Combat Screen ................................................................................. 41

Combat Screen Cursors .................................................................... 47

Combat Spell ................................................................................... 56

Combining Two Troops ..................................................................... 29

Control Buttons ............................................................................... 20

Counterattacks ................................................................................. 43

Creature Dwellings ...................................................................... 18, 52

Creature Information ........................................................................ 28

Creature Information Rollover Options .............................................. 48

Creature Reference ............................................................................ 81

Credits ............................................................................................... 8

Customer Support .......................................................................... 141

Damage Calculation .......................................................................... 43

Death Knights .......................................................................... 25, 123

Defend ............................................................................................. 43

Demoniacs ....................................................................................... 24

Dig .................................................................................................. 21

Diplomacy ........................................................................................ 18

Direct Connection Game .................................................................. 62

Disk Options .................................................................................... 22

Dismiss Hero .................................................................................... 30

Dismissing a Troop ........................................................................... 29

Drawbridge ....................................................................................... 46

Druids .............................................................................................. 25

Dungeon Buildings ........................................................................... 88

Dungeon Creatures ........................................................................... 89

Earth Magic ..................................................................................... 68

Elementals ..................................................................................... 116

Elevation Toggle ............................................................................... 20

Ending Combat ................................................................................ 45

Enemy Towns ................................................................................... 17

Experience ........................................................................................ 27

Expert .............................................................................................. 35

Fire Magic ........................................................................................ 72

Formations ................................................................................. 30, 41

Fortress Buildings ............................................................................. 92

Fortress Creatures ............................................................................. 93

Freelancer's Guild ............................................................................. 53

Garrison ........................................................................................... 54

Garrisoned Heroes ...................................................................... 23, 58

Gates ............................................................................................... 18

Grail .......................................................................................... 18, 21

Grid ................................................................................................. 41

Hall ................................................................................................. 50

Hand-To-Hand Attack ...................................................................... 42

Heat . Net ........................................................................................ 137

Heretics ................................................................................... 24, 126

Hero Army ....................................................................................... 28

Hero Inventory ................................................................................. 31

Hero Screen ............................................................................... 23, 26

Hero Selector Buttons ...................................................................... 15

Hero Types ....................................................................................... 23

Heroes ............................................................................................. 14

Heroes In Combat ............................................................................ 45

Hexes ............................................................................................... 41

High Score ......................................................................................... 8

Hosting A Game .............................................................................. 61

Hotseat Games ................................................................................. 60

Individual Hero Information ............................................................. 58

Individual Heroes ............................................................................ 118

Individual Town Information ............................................................. 58

Inferno Buildings .............................................................................. 96

Inferno Creatures .............................................................................. 97

Joining A Game ................................................................................ 61

Keyboard Shortcuts ......................................................................... 134

Kingdom Overview ..................................................................... 20, 57

Kingdom Resources ........................................................................... 53

Knights .................................................................................... 24, 127

Level Advancement ........................................................................... 33

Lighthouse ....................................................................................... 84

Load Game .................................................................................. 8, 22

Loose Resources ................................................................................ 17

Luck .......................................................................................... 27, 44

Mage Guild ...................................................................................... 52

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

Main Menu .................................................................................. 8, 22

Marketplace ...................................................................................... 53

Moat ................................................................................................ 46

Modem Game ................................................................................... 62

Morale ....................................................................................... 27, 44

Move Hero ....................................................................................... 20


142


Move Stack ...................................................................................... 29

Movement Allowance ........................................................................ 15

Movement Cursors ............................................................................ 19

Moving Your Hero ............................................................................ 15

Mplayer Customer Support ............................................................. 136

Mplayer . Com .................................................................................. 135

Multiplayer ................................................................................... 8, 59

Music And Effect Volume ................................................................. 22

Music Type ....................................................................................... 22

Native Terrain ................................................................................... 45

Necromancers .......................................................................... 25, 129

Necropolis Buildings ....................................................................... 100

Necropolis Creatures ....................................................................... 101

Network Game ................................................................................. 61

Network Game Setup ....................................................................... 61

Neutral Creatures ........................................................................... 116

New Game ......................................................................................... 8

Obelisks ..................................................................................... 18, 21

Overlords ................................................................................. 24, 128

Primary Skills ............................................................................. 27, 33

Quest Log .................................................................................. 20, 30

Rampart Buildings .......................................................................... 104

Rampart Creatures .......................................................................... 105

Ranged Attack .................................................................................. 42

Rangers .................................................................................... 25, 130

Recruit Heroes .................................................................................. 51

Replay Opponent Turn ...................................................................... 21

Resource Bar .................................................................................... 22

Resource Mines ................................................................................. 17

Retreat ............................................................................................. 45

Rollover Text Bar ........................................................................ 14, 22

Rumors ............................................................................................ 51

Save Game ....................................................................................... 22

Schools Of Magic ............................................................................. 55

Secondary Skills ......................................................................... 27, 35

Selection Cursors .............................................................................. 19

Sell Artifact ...................................................................................... 53

Sell Creature .................................................................................... 53

Ship-To-Ship Combat ....................................................................... 47

Shipyard .......................................................................................... 84

Siege Combat ................................................................................... 46

Skill Advancement ............................................................................ 33

Skills ............................................................................................... 33

Sleep/Awake Hero ............................................................................ 20

Sound Options ................................................................................. 22

Special Attack .................................................................................. 43

Specialty .......................................................................................... 27

Spell Book ..................................................................... 31, 52, 55, 56

Spell Cost ........................................................................................ 55

Spell Points ................................................................................ 27, 55

Spell Reference ................................................................................. 63

Splitting A Stack ............................................................................. 29

Spread Formation ............................................................................. 30

Starting A Single Scenario ................................................................. 9

Stronghold Buildings ...................................................................... 108

Stronghold Creatures ...................................................................... 109

Subterranean Level ........................................................................... 16

Surrender ......................................................................................... 45

Switch the Positions of Two Troop ..................................................... 30

Table Of Contents .............................................................................. 2

Tactics Advantage ............................................................................. 42

Tactics Formation ....................................................................... 30, 42


Tavern .............................................................................................. 51

TCP/IP Host ................................................................................... 62

Terrain Movement Costs ................................................................... 16

Thieves Guild ................................................................................... 51

Tower Buildings .............................................................................. 112

Tower Creatures .............................................................................. 113

Town And Creature Reference ............................................................ 81

Town Benefits ................................................................................... 17

Town Building Reference ................................................................... 81

Town Garrison .................................................................................. 54

Town Screen ..................................................................................... 49

Towns ........................................................................................ 17, 49

Trade With Allies .............................................................................. 53

Trading Items Between Heroes .......................................................... 32

Trading Troops .................................................................................. 32

Treasure Chests ................................................................................. 18

Troubleshooting .............................................................................. 138

Tutorial .............................................................................................. 8

Upgrading Creatures ......................................................................... 54

View Hex Grid Options ..................................................................... 48

View Puzzle ...................................................................................... 21

View Scenario Information ................................................................ 21

View World ....................................................................................... 21

Visiting Hero .................................................................................... 58

Wait ................................................................................................. 43

Wall ................................................................................................. 46

Wandering Creatures ......................................................................... 18

War Machine .................................................................................... 31

Warlocks .................................................................................... 24, 131

Water Magic ..................................................................................... 76

Witches .................................................................................... 24, 132

Wizards .................................................................................... 25, 133

Your Towns ....................................................................................... 17

Zoom ............................................................................................... 21


143


90 Day Limited Warranty

THE 3DO COMPANY LIMITED 90-DAY WARRANTY

The 3DO Company ("3DO") warrants to the original consumer purchaser of this 3DO software product that the compact disc on which the

underlying computer program is recorded is free from defects in materials and workmanship under normal, recommended use for ninety (90)

days from the date of purchase. The 3DO software program recorded on such a medium is sold on an "as is" basis, without any warranty

or condition of any kind, and 3DO shall not be liable for any losses or damage of any kind or nature resulting from the use or inability

to use such program.

3DO's entire liability and the original consumer purchaser's exclusive remedy for breach of any warranty (express or implied) shall be, at

3DO's option, either: (a) to replace, free of charge, this 3DO software product, or (b) to return to the original consumer purchaser the

price paid for this 3DO software product. The preceding warranty shall not be applicable and 3DO shall not be obligated to replace this

3DO software product or to return any such sum to the original consumer unless this 3DO software product is returned within the

90-day warranty period, postage pre-paid with proof of purchase to The 3DO Company, 600 Galveston Drive, Redwood City, CA 94063,

Attn.: Customer Support Dept., and the preceding warranty shall be void if any defect in this 3DO software product arises through

accident, negligence, use in any application for which this 3DO software product was not designed or intended, modification without the prior

consent of 3DO, any cause external to the product (e.g., heat), or by any other cause unrelated to defective materials or workmanship.

EXCEPT FOR THE LIMITED WARRANTY SET FOR ABOVE, ALL OTHER REPRESENTATIONS, WARRANTIES,

CONDITIONS, TERMS AND OBLIGATIONS, WHETHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT

LIMITED TO, ANY IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR ANY PARTICULAR PURPOSE

AND/OR NON-INFRINGEMENT REGARDING THIS 3DO SOFTWARE PRODUCT (RELATING TO EITHER THE

COMPACT DISC, THE SOFTWARE OR OTHERWISE) ARE EXCLUDED TO THE MAXIMUM EXTENT ALLOWED BY

APPLICABLE LAW.

3DO neither assumes nor authorizes any other person or entity to assume for 3DO (or any related or affiliated entity) any other liability

in connection with this 3DO software product.

IN NO EVENT SHALL 3DO BE LIABLE FOR ANY INCIDENTAL, CONSEQUENTIAL (INCLUDING LOSS OF

PROFITS), SPECIAL AND/OR OTHER DAMAGES OF ANY KIND OR NATURE RESULTING FROM THE

PURCHASE, POSSESSION, USE, OR INABILITY TO USE THIS 3DO SOFTWARE PRODUCT, EVEN IF 3DO HAS

BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR LOSS. IN NO EVENT SHALL 3DO'S LIABILITY

TO THE ORIGINAL CONSUMER PURCHASER EXCEED THE AMOUNT ACTUALLY PAID FOR THIS 3DO

SOFTWARE PRODUCT. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN

IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL

DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT

APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS AND YOU MAY ALSO HAVE OTHER

RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION.

3DO has endeavored to ensure that the end user manual and promotional materials regarding this 3DO software product accurately

reference the product. However, because of ongoing improvements and updating of 3DO software products, 3DO cannot guarantee the

accuracy of printed materials after the date of publication, and 3DO disclaims any loss, liability and/or damages, whether in contract, tort

or otherwise, arising out of or resulting from the manual and promotional materials, including, without limitation, any loss or liability

resulting from changes, errors or omissions with respect to any of such items.


144


See also