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Submitted by System on 09/03/2006, 09:50. Print file.
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Day 5b: Upg. Harpy Loft          1000g + 2c + 2s
Day 6b: Upg. Pillar              1000g + 1wogcsm
Day 7:  Citadel                  2500g + 5o

Warren as 1stlevel dwelling assumed present. If it's not present, we don't go for Labyrinth.
The a) variant is for gold-rich scenarios, where you start exploring with a strong force in the second week.
The b) variant is for those scenarios where you've got no extra sources of gold - no chests, no mills, nothing. It allows you to start exploring with lots of Harpy Hags and pack of Evil Eyes, while you've got some gold left to build City Hall and possibly
Manticore Lair and Labyrinth in second week.

Resource summary:
For a) variant, , you'll need 11w, 30o and 18000g, which leaves us (20000 +
7000 - 18000) = 9000g for Day 1 to spend on troops. That is not much, because we surely want to upgrade harpies on day1 in second week (another 1000 down). 20x170 for harpies is 3400, therefore we have just enough to purchase five manticores as the only fighters. [And there's the ore requirement to fulfill in order to get Labyrinth and Citadel!]
In the b) variant, you'll need 7w, 18o and 11000g, which leaves 16000 on day1.
From that, you can get all the harpy hags (3400), all the evil eyes (4760) and you can build mage guild and get a spell book. [Assuming an Overlord hero -
Lorelei with Harpies special is best here!] You'll still have enough gold left to buy Blacksmith, Marketplace, CityHall and Manticore Lair in second week.
(And with some luck, Castle, too, or Labyrinth). Or, if you don't hurry on
Manticores, you can recruite the ten Medusas (or wait for day2 and upgrade of
Chapel).

Second week strategies:
There's only one important issue: gold. Before buying all out troops, remember that you'll need a total of 8500 gold to raise City Hall. And believe me, it's foolish to wait five days till you accumulate the 5000 for the CityHall, if it could have been built for these five days (and earn you extra 5000 by this time). Unless you MUST conquer some important locations (ore/sulfur/wood/another village), try to make sure that you'll have that 5000 ready to build CityHall pretty quickly.

Troops cost weekly (with castle):
Without 7th level: 19525
With 7th level: 27525
With one castle producing 14000/week, it's hard to pick one or two armies that won't be used... but most probably it'll be trogs AND scorpicores, yet you may need the latter against shooters and will have to do without minotaurs.
Capitol at 28000/week will solve your worries.
HPs grown weekly 1602 (plus 600 in blackdragons) at 12.18 g/HP (12.50)

Benefits:
* Academy of Battle Scholars: Seems better than just adding a point to a primary skill - because you get a secondary upgrade, too. Worth it.
* Artifact Merchants: Dungeon version of Black Market. If you can spare the gold, do it.
* Blacksmith: Provides ballista war machines.
* Mana Vortex: Doubled spellpoints are fine for starting long journeys, but their best effect is for defending newbies that can do better with
Slow/Haste/Dispel against enemy armies. Great benefit, indeed. However, works only once a week, on the first hero that enters the castle - so be careful to not waste it on a scout.
* Portal of Summoning: If you manage to flag only highlevel dwellings, this portal is great.
* Resource Silo: Sulfur producer
* Mushroom Rings: Increases growth of troglodytes. Buy soon to get some defensive reserves.

Strategy
Since wood consumption isn't any high (7 or 11), you'll need to capture a sawmill somewhere at the end of week1, maybe in week2. (or pick up one or two piles of wood somewhere.)
Be careful, if you build Manticore Lair and Labyrinth in first week, to have enough gold at hand. For the sake of City Hall, I would even sacrifice two or three treasure chests for gold instead of experience. [Especially those that offer 1000g/500exp, those should be used for experience only when badly needed!]

Forces combination:
I usually leave trogs and minotaurs unpurchased home, while HarpyHags, Evil
Eyes, Medusa Queens and Scorpicores are the expeditionary forces (at least until dragons are available).
Note, however, that Minotaurs are VERY strong battle unit. So, to correct the above statement, I leave the minotaurs unpurchased home until I raise enough funds to purchase them... I prefer to get scorpicores sooner, because minotaurs are far less useful in capturing castles...
The medusas are pretty good at castle defenses, too.

Heroes:
Overlords are pretty good. I suggest Gunnar as a special mover (with Logistics given and 5% bonus per level to it.) Arlach is an Artillery expert (which also means that he has a Ballista at start, so he's pretty good especially for the early exploration.)
Damacom (which yeilds gold) makes a good secondary. All others increase A/D of some dungeon unit, so pick a hero according to the armis you're gonna use.
Among Warlocks, I recommend Deemer with MeteorShower as the best pick, followed by Darkstorn with StoneSkin and Malekith for Sorcery. Sephinroth (+1
Crystal) is a good secondary. Others seem dull to me.

Skills important for the troops and strategy:
With two shooters and three flyers, you should go for Offense and maybe
Archery.
Ballistics and Armorer are good only to decrease the losses that you'll take.
Tactics is strongly recommended as it allows you to have first strike with
Harpy Hags and Scorpicores.

Unit           A  D  HP  Dmg   Sp $$   AdjD  Dm/g grow weekD
Infernal trogs 5  4  6   1-3   5  65   1.80  2.77 35   63
Harpy Hags     6  6  14  1-4   9  190  2.30  1.21 16   37
Evil Eyes      10 8  22  3-5   7  280  4     1.43 14   56
Medusa Queens  10 10 30  6-8   6  330  7     2.12 8    56
Minotaur Kings 15 15 50  12-20 8  575  20    3.48 6    120
Scorpicores    16 14 80  14-20 11 1050 22.10 2.10 4    88
Black Dragons  25 25 300 40-50 15 4000 78.75 1.97 2    158



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