TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Heroes of Might & Magic 3 » Heroes of Might & Magic 3 FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17

Sponsors:

Power Liches 13/10/40/11-15/7/600, area damage to living
Offensive stats, good speed and area attack make them a good sieging weapon.

Black knights 16/16/120/15-30/7/1200, curse enemies
Dread knights 18/18/120/15-30/9/1500, curse enemies, chance for double damage
They're more than a match for champions - mainstay of offensive forces.

Bone dragons 17/15/150/25-50/9/1800, lower morale
Ghost dragons 19/17/200/25-50/14/3000 + 1m, lower morale, aging attack can halve HPs of enemy
Although not very strong, their upgraded version is very useful in battles due to speed. Their special is quite dangerous, too.

Upgrading priorities:
* Skeleton Warriors: Low. Although used often, their performance isn't crucial.
* Zombies: Lowest, they are rarely used for offensive purposes
* Wraights: Moderate, the speed boost allows then to cross battlefield sooner.
* Vampire Lords: Highest, dramatically prolongs their lifetime.
* Power Liches: Moderate. It would be high, but they're way too often targeted by castle towers.
* Death Knights: Higher for speed boost and destructive special.
* Ghost Dragons: High for large battles with strong armies, generally a good upgrade for the speed boost - can reach most enemies as well as flee from them.

Castle building in the first week:
Day 1:  Town Hall            2500g
Day 2:  Graveyard            1000g + 5o
Day 3:  Estate               2000g + 5w + 5o
Day 4:  Mage Guild           2000 g + 5w + 5o
Day 5a: Mausoleum            2000g + 10o + 10s
Day 6a: Hall of Darkness     6000g + 10w + 10o
Day 5b: Necromancy Amplifier 1000g
Day 6b: Tomb of Souls        1500g + 5w + 5o
Day 7:  Citadel              2500g + 5o

Cursed Temple as 1stlevel dwelling assumed present. If it's not present, we choose the b) variant without Tomb of Souls.
The a) variant requires a lot of money - use it if you have a stable gold source (a mine or a village).
The b) variant is aimed at getting Upgraded Estate on day1 week2.

Resource summary:
For a) variant, you'll need 20w, 40o and 18000g, which leaves us (20000 + 7000
- 18000) = 9000g for Day 1 to spend on troops. This could be 5x1200 for Black
Knights and the remaining 3000 could be used for 5 liches (but I would rather save that money for City Hall)
For b) variant, you'll need 15w + 25o and 12500g. If you can't get the +5 ore, buy any benefit building instead of Tomb of Souls (Citadel is more important that Wights). And remember to include another 5 wood for upgrade of Estate on day1. Thus, you'll have 12500g for troops - which should easily pay for 10
Vampire Lords (10x500) and all available skeletons, while enough money should remain so that you can build City Hall, Mausoleum and Hall of Darkness within the second week (although you'll need some extra wood and ore by then.) With some luck, castle might be raised on day7, week2, capitol at least 5 days later and into the third week you could go with a pretty strong army.

Second week strategies:
The b) variant is mentioned above, the a) variant should get a CityHall ASAP and then head for Castle, Capitol and some upgrades. With some luck (and resources) you could be able to build Dragon Vault - so plan carefully - the extra dragon or two could prove more valuable than Castle/Capitol - so check the resources needed for the Vault. The Tomb of Souls doesn't have to be built at all - and the 5w and 5o might be needed elsewhere.

Troops cost weekly (with castle):
Without 7th level: 20920
With 7th level: 26920
With one castle producing 14000/week, you sure will adopt the policy of ignoring wights, zombies and even skeletons in order to get your only ranged attacker and two massive damage dealers... Capitol at 28000/week will change things around and start growing money.
HPs grown weekly 1792 (plus 400 in ghost dragons) at 11.67 g/HP (12.28)

Benefits:

* Blacksmith: First Aid Tents sold here... Strange, ain't it?
* Cover of Darkness: Generates shroud around city every turn - good for concealing your activities, but if I were you, I wouldn't build it before my enemies KNOW about my city - if their scouts uncover a bit of the affected area and next turn it is darkened again, they'll learn of your city's approximate location. Also, I'm not sure how this works against computer.
* Necromancy Amplifier: A must - 10% necromancy boost.
* Resource Silo: +1w and +1o per turn
* Skeleton Transformer: A nice idea of disposing armies that offer to join.
Why get less than 100% skeletons? ;-)
* Unearthed graves: Increases skeleton growth by 6 - buy soon or never.

Strategy
In a) variant, ore is crucial. You have four days to determine which variant will you choose. Wood is crucial in second week, no doubt.
Don't ever hope to buy all the troops that you'd like to - you'll need a good gold source for a decent number of days to get enough...

Forces combination:
I suggest Vampire Lords, Dread Knights, Power Liches and skeletons.
Later, when you get the Ghost Dragons, you might make a special force of them and skeletons alone, possibly also accompanied with Wraiths that may have been unused till this time due to lack of gold. Wraiths divided into several stacks are a great choice - having one skeleton stack, one or two dragons and four wraith armies, best split to 1,1,1,rest works great. The enemy will either lose loads of mana or spend a lot of effort on killing a single wraith three times. (One wraith will drain as much mana as a hundred.)
The wraiths in the above combination are used as a cleaning force, but sometimes you might sacrifice them to save the dragons.
In the beginning, you'll be limited by money greatly - and it's better to pick only two from the three strong troops and stick to them. If you can, don't leave the liches home. In earlier phases, their offensive potential is great - definitely better that potential of Vampire Lords (until their number tops 20 at least).
Upgrade to skeleton warriors only when you get dragons - skeleton warriors are raised like skeletons, but you have to have all slots occupied and no normal skeletons present - so the ideal setup is two stacks of Dread Knights, two stacks of Power Liches, one stack of Vampire Lords, Dragons and skeleton warriors.
Yet you can split the Liches/Knights into more stacks.
Later you might split skeletons and have either knights or liches together, depending on individual situations.
IMHO 66 skel. warriors are better than 100 skeletons - the +1 speed gives you enough first strikes to compensate the lower numbers.
Alternative to that can be amassing skeletons and every now and then using a scout to take some 100s of skellies home and upgrade them.
When using Liches, watch out for war machines on enemy side. They can be targeted and if six or less army slots are filled on the enemy's side, aiming at a war machine causes TWO adjacent armies to get hit.
Huge stacks of Vampire Lords should be used cautiously, mixing their targets - one round go attack something strong to cause non-retaliated damage. Second round - go replenish yourself at something with low defense rating, typically shooters to block them as a by-product.
Critical to your strategy is the rule 'all that moves can be killed'. However, things are not as easy now as were back in HOMM2 - now the wandering armies will go after your skeletons and therefore the skeleton 'gain' may actually be a loss - be careful when messing with wandering armies of 4thlevel and higher creatures.
Also, if you rely on skeletons, try hard to get Vial of Life or either one of the rings that increase HPs... Skellies profit from them greatly.
Covenant suggests using always one might and one magic hero (preferrably
Galthran (skeletons) and Thant (Raise dead)) and let them share the experience from slaying armies. The good thing here is that the might hero can be used against all weaker units, where he profits greatly from his A/D ratings, while the magic hero can tackle stronger wandering armies, compensating losses with Animate Dead.
Also, it's a good idea to obtain Scholar skill for some scout so that Animate
Dead can be passed from Thant to all your heroes (in case you didn't get it in some guild).
With Earth magic, it's worth it to use Shield on skeletons, since they're gonna be targeted by most enemies, esp. AI.

Heroes:
Death Knights: Try to get Galthran if you want to rely on skeletons, since the
+1 speed on them can be a crucial point, not mentioning A/D bonuses. Isra is a good starting pick with advanced necromancy and 5% bonus to it. Tamika (offense, knights) or Vokial (artillery, vampires) are useful. Moander (liches, learning) is not that great, learning is a wasted slot. Yet any of the might folks that sports one of crucial unit does a good job - the +1 speed decides many battles. Clavius (350 gold) is a good secondary.
Among Necromancers, good are Aislinn (Meteor Shower), Sandro (Sorcery),
Vidomina (adv. necro + 5%) and the all around popular Thant. Others don't seem any good to me.

Skills important for the troops and strategy:
None are exactly needed, but I recommend Earth Magic for Animate Dead and
Death Ripple. Air magic should be useful with Haste, best combined with
Tactics. Fire magic is another good choice - for Blinding, BloodLust and area spells. Also Curse is handy to counter Bless ;-). Water magic seems most useless, yet I think that Clone/Prayer/Teleport/Dispel aren't really bad spells and apart from the first one, they're mass versions with Expert. [counting the needed skills, we have Necromancy, Logistics, Earth Magic,
Wisdom. The other four places could be used for the following: Tactics,
Ballistics, Diplomacy (to get free bones) and Air/Fire/Intelligence.]

Unit              A  D  HP  Dmg   Sp $$   AdjD  Dm/g grow weekD
Skeleton warriors 6  6  6   1-3   5  70   1.84  2.63 30   55
Zombies           5  5  20  2-3   4  125  2.25  1.80 16   36
Wraiths           7  7  18  3-5   7  230  3.76  1.63 14   53
Vampire Lords     10 10 40  5-8   9  500  6.50  1.30 8    52
Power Liches      13 10 40  11-15 7  600  14.95 2.49 6    90
Dread knights     18 18 120 15-30 9  1500 31.50 2.10 4    126
Ghost dragons     19 17 200 25-50 14 3000 54.38 1.81 2    109

Chapter XII: Dungeon guide

Strengths:
Excellent 7thlevel troop with complete Magic immunity
Two shooters and three flyers
Harpy Hags special

Weaknesses:
Gold troubles in early game.
Quite low HPs overall.

Army evaluation:
Troglodytes 4/3/5/1-3/4/50, immune to Blind
Infernal troglodytes 5/4/6/1-3/5/65, immune to Blind
Those little ugly things make a good cannonfodder for castle defenses, but I wouldn't take them into battle unless needed.

Harpies 6/5/14/1-4/6/130, return after attack
Harpy Hags 6/6/14/1-4/9/190, return after attack, no retaliation
Probably the best 2ndlevel unit in the game - upgraded version, of course.
With their high speed, they can sit out of enemy shooters' range, dive at the shooters, score damage and return back home - an excellent army for capturing castles. Unfortunately, the AI knows that and will target them often.

Beholders 9/7/22/3-5/5/250, no melee penalty
Evil Eyes 10/8/22/3-5/7/280, no melee penalty
A potent shooter, should be the mainstay of your army.

Medusas 9/9/25/6-8/5/300, petrifying attack, no melee penalty
Medusa Queens 10/10/30/6-8/6/330, petrifying attack, no melee penalty
With upgrade, they're excellent castle defender and also with their close combat special they needn't any strong protection.

Minotaurs 14/12/50/12-20/6/500, good morale
Minotaur Kings 15/15/50/12-20/8/575. good morale
These big ugly guys should be used for crippling strong enemies. In most cases of a dungeon attacked, they were the only stack to stay alive after battle (and usually with little losses).

Manticores 15/13/80/14-20/7/850
Scorpicores 16/14/80/14-20/11/1050, petrifying attack
This strong flyer is excellent for attacking enemy shooters, as it be out of their range before the attack. The upgrade is excellent, the special helps them to survive at the enemy's end of battle field (often the petrified stack blocks further attacks.)

Red Dragons 19/19/180/40-50/11/2500+1s, 1-4 spell imunity, two-hex attack
Black Dragons 25/25/300/40-50/15/4000+2s, all spells imunity, tow-hex attack,
150% damage to giants and titans
I guess nothing needs to be said about the black dragons - they're still the good old dragons they used to be. The reds, however, are considerably weak and should be upgraded ASAP.

Upgrading priorities:
* Infernal Troglodytes: Lower, in high numbers however, they make excellent castle defenses and upgrade increases HPs by 20% ;-).
* Harpy Hags: Highest, for the speed and non-retaliated attack.
* Evil Eyes: Moderate, for the +2 speed.
* Medusa Queens: Higher, eight shots instead of four, also HPs and speed.
* Minotaur kings: Low, unless you want them to be main strike force.
* Scorpicores: High for +4 speed.
* Black Dragons: Top, +30% damage, effectively doubled durability, +4 speed.

Castle building in the first week:
Day 1:  Town Hall                2500g
Day 2:  Harpy Loft               1000g
Day 3:  Pillar of eyes           1000g + 1wogcsm
Day 4:  Chapel of Stilled Voices 2000 g + 5w + 10o
Day 5a: Manticore Lair           5000g + 5w + 5o + 5m + 5s
Day 6a: Labyrinth                4000g + 10o + 10g
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13 · 14 · 15 · 16 · 17

Sponsors:

Other files from this game:
  1. Heroes of Might & Magic 3 trainer by System on 14/03/2006, 06:30
    Start the program - it's self explaining
  2. Heroes of Might & Magic 3 trainer by System on 14/03/2006, 06:30
    +16 trainer
  3. Heroes of Might & Magic 3 savegame by System on 14/03/2006, 06:30
  4. Heroes of Might & Magic 3 trainer by System on 14/03/2006, 06:30
    Trainer for v1.13
  5. Heroes of Might & Magic 3 document by System on 14/03/2006, 06:30
  6. Heroes of Might & Magic 3 editor by System on 14/03/2006, 06:30
    Resources editor
  7. Heroes of Might & Magic 3 hints by System on 09/03/2006, 09:50
  8. Heroes of Might & Magic 3 FAQ by System on 09/03/2006, 09:50
  9. Heroes of Might & Magic 3 cheats by System on 09/03/2006, 09:50
  10. Heroes of Might & Magic 3 FAQ by System on 09/03/2006, 09:50