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Alchemists: 1/1/2/2
Fafner Scholar, Resistance Nagas
Iona Scholar, Intelligence Genies
Neela Scholar, Armorer Armorer skill
Piquedram Mysticism, Scouting Gargoyles
Josephine Mysticism, Sorcery Golems
Rissa Mysticism, Offense +1 Mercury per day
Thane Advanced Scholar Genies
Torosar Mysticism, Tactics Ballista (above 4th level)
Wizards: 0/0/2/3
Aine Wisdom, Scholar +350 gold per day
Astral Advanced Wisdom Hypnotize spell
Cyra Wisdom, Diplomacy Haste spell
Daremyth Wisdom, Intelligence Fortune spell
Halon Wisdom, Mysticism Mysticism skill
Serena Wisdom, Eagle Eye Eagle Eye skill
Solmyr Wisdom, Sorcery Chain Lightning spell
Theodorus Wisdom, Ballistics Magi
*Dracon Advanced Wisdom Trains Enchanters
Beastmasters: 0/4/1/1
Alkin Armorer, Offense Gorgons
Broghild Armorer, Scouting Wyverns
Bron Armorer, Resistance Basilisks
Drakon Armorer, Leadership Gnolls
Gerwulf Armorer, Artillery Ballista (above 4th level)
Korbac Armorer, Pathfinding Serpent
Tazar Advanced Armorer Armorer skill
Wystan Armorer, Archery Lizardmen
Witches: 0/1/2/2
Andra Wisdom, Intelligence Intelligence skill
Merist Wisdom, Learning Stone Skin spell
Mirlanda Advanced Wisdom Weakness spell
Rosic Wisdom, Mysticism Mysticism skill
Styg Wisdom, Sorcery Sorcery skill
Tiva Wisdom, Eagle Eye Eagle Eye skill
Verdish Wisdom, First Aid First Aid skill
Vey Wisdom, Navigation Navigation skill
*Adrienne Wisdom, Expert Fire magic Expert Fire magic at start
Knights: 2/2/1/1
Edric Leadership, Armorer Griffins
Orrin Leadership, Archery Archery skill
Sylvia Leadership, Navigation Navigation skill
Lord Haart Leadership, Estates Estates skill
Valeska Leadership, Archery Archers
Christian Leadership, Tactics Ballista (above 4th level)
Sorsha Leadership, Offense Swordsmen
Tyris Leadership, Tactics Cavaliers
*Sir Mullich Advanced Leadership +2 speed to all units
*Queen Catherine Leadership, Offense Crusaders
*King Roland Leadership, Armorer Crusaders
Clerics: 1/0/2/2
Adela Wisdom, Diplomacy Bless spell
Cuthbert Wisdom, Estates Weakness spell
Caitlin Wisdom, Intelligence +350 gold per day.
Adelaide Advanced Wisdom Frost Ring spell
Ingham Wisdom, Mysticism Monks or Zealots
Loynis Wisdom, Learning Prayer spell
Rion Wisdom, First Aid First Aid skill
Sanya Wisdom, Eagle Eye Eagle Eye skill
Overlords: 2/2/1/1
Ajit Leadership, Resistance Beholders
Arlach Offense, Artillery Ballista (above 4th level)
Dace Tactics, Offense Minotaurs
Damacon Advanced Offense +350 gold per day
Gunnar Tactics, Logistics Logistics skill
Lorelei Leadership, Scouting Harpies
Shakti Offense, Tactics Troglodytes
Synca Leadership, Scholar Manticores
*Mutare Tactics, Estates Dragons get +5A, +5D
Warlocks: 0/0/3/2
Alamar Wisdom, Scholar Resurrection spell
Darkstorm Wisdom, Learning Stone Skin spell
Deemer Wisdom, Adv. Scouting Meteor Shower spell
Geon Wisdom, Eagle Eye Eagle Eye skill
Jaegar Wisdom, Mysticism Mysticism skill
Jeddite Advanced Wisdom Animate Dead spell
Malekith Wisdom, Sorcery Sorcery skill
Sephinroth Wisdom, Intelligence +1 Crystal per day
Demoniacs: 2/2/1/1
Rashka Scholar, Wisdom Efreet
Calh Archery, Scouting Gogs
Fiona Advance Scouting Hell Hounds
Ignatius Tactics, Resistance Imps
Marius Advanced Armorer Demons
Nymus Advanced Offense Pit Fiends
Pyre Logistics, Artillery Ballista (above 4th level)
Octavia Scholar, Offense +350 gold per day.
*Xeron Leadership, Tactics Devils get +4A, +2D and +1Speed
Heretics: 1/1/2/1
Ash Wisdom, Eagle Eye Bloodlust spell
Axsis Wisdom, Mysticism Mysticism skill
Ayden Wisdom, Intelligence Intelligence skill
Calid Wisdom, Learning +1 Sulfur per day
Olema Wisdom, Ballistics Weakness spell
Xyron Wisdom, Scholar Inferno spell
Xarfax Wisdom, Leadership Fireball spell
Zydar Wisdom, Sorcery Sorcery skill
Planeswalkers: 3/1/1/1
Pasis Offense, Artillery Psychic el. +3A, +3D
Monere Offense, Logistics Psychic el. +3A, +3D
Thunar Tactics, Estates Magma el. +2A, +1D, +5Dmg
Erdamon Tactics, Estates Magma el. +2A, +1D, +5Dmg
Ignissa Offense, Ballistics Fire el. +1A, +1D, +2Dmg
Fuir Advanced Offense Fire el. +1A, +1D, +2Dmg
Lacus Advanced Tactics Water el. +2A
Kalt Tactics, Learning Water el. +2A
Elementalists: 0/0/3/3
Luna Wisdom, Fire Magic Fire wall double damage
Brissa Wisdom, Air Magic Haste spell
Ciele Wisdom, Water Magic Magic arrow does 50% more damage
Labetha Wisdom, Earth Magic Stoneskin gives +3 extra defense
Inteus Wisdom, Fire Magic Bloodlust spell
Aenain Wisdom, Air Magic Disrupting Ray works +2
Gelare Wisdom, Water Magic +350 gold per day
Grindan Wisdom, Earth Magic +350 gold per day
Chapter II: Combat guide
Compendium of combat tips, strategies and information
Combat tips could be divided into several categories:
1. Using knowledge of computer intelligence
[This is a non-combat section with tips on how to initiate battles ;-)]
A few basics can be put there, anyway... Typically, when a strong hero approaches your castle and you want him stalled for one turn in order yo get your main force home for defense, you may buy a few sacrificers... but in order to make the computer hero attack those weaklings, they usually have to be put only one or two squares aside from the computer hero's expected path... if they're any further off his course, he will simply ignore them and go after the castle.
2. Always make sure you KNOW, what army will play next. The rules are these:
* First comes speed. If there's a stack that is faster than any other, it plays first.
* When both sides have stacks of same speed, in the first round the attacker gets the first move. In castle defenses, however, the defending party has first strike (as the attacker was preparing siege)
* If both sides have stacks of same speed, the rounds go zig-zag. Once all stacks of that speed have moved, next lower speed army moves and if both sides have that speed in their ranks, then again moves side, that hadn't had made the last move.
* On every side, armies with same speed play in order of appearance on the screen, when the battle begun. So, if you have two armies of the same speed, the ORIGINALLY upper plays always sooner, even if it moves below the other army.
* The 'wait' function needs some explaining. A unit that uses 'wait' in it's regular turn will have to play within the battle turn. After ballistas on both sides fire, a sub-turn for waiting creatures begins, following all the rules about speeds and zig-zagging, but the speeds go in reversed order, from slowest to fastest creatures, So that the fastest creatures play last.
3. Always try to use appropriate targets in order to attend your goals. Your goals may be one of the following: * winning the battle at any cost * causing maximum damage (i.e. defending a captured castle) * winning with no losses * not letting enemy flee.
There's a different way to each of those goals, but most of them require you to know exactly the order of play, as well as to know approximately the damages that your and enemy stacks can cause. And it's good to be able to actually count the expected damage, because knowing that a particular stack of yours is able to kill an enemy may be important when deciding i.e. which spell to cast or where to move the stack... and in these cases, you simply cannot get the help on the status line... Note that if you turn on 'all statistics' or 'spells only', it will along with displaying the requested information, show a context-sensitive help on damage. That is, if you put your cursor over an enemy you are able to attack, it will show you, how much damage will your unit cause.
Order of play is important for one more thing. If i.e. both you and opponent have some shooters of the same speed, you'll have to determine, if yours will play sooner, and if so, you can direct your other attacks to other enemy units (assuming that your shooters will cripple enemy shooter stack enough to cause you no casualities).
4. Combat rules:
How the damage is counted?
DAM= (1+((A-D)*X))) * A_count * RND_damage
In words: Number of attackers times damage caused by a single unit [this one is the only random factor - damage lies somewhere within damage range] times modifier based on Attack skill of Attacker and Defense skill of defender
Value of X: X equals 0.05 if A is bigger than D, which means that the damage is increased by 5% for every point between A and D X equals 0.02 if D is bigger than A, so damage is decreased by 2% for every point between D and A.
5. Try to get to know your enemies as well as your units.
Memorize most units' HPs and other numbers and be able to estimate, how much damage will your armies deliver, in order to use them most effectively.
In the battle, always keep an eye on current state of any unit, especially the number of HPs. If the stack with badly wounded unit can get out of enemy range, try it. If you can finish a badly wounded enemy dragon or another big beast, do it. Two dragons, if which one has miserable 5 HPs left, still do damage of two dragons. If you have two stacks with equal HPs left, always sacrifice the one that you need less. (It's always better to lose a minotaur than a dragon.)
6. Remember counterstrike rules!
Any close range attack is retaliated, but every unit retaliates only once every turn (see exception list below). So, if your enemy has a strong stack, you'll want to either attack with a stack strong enough that attacked enemy will be too weak to cause losses of your units, or sacrifice a small, cheap unit to waste enemy retaliation.
Any fast unit will do for that trick - or, with use of 'wait', slower units may do so - let the main stack wait and when the enemy gets near, attack with some expendable unit, then in 'waiting' turn with the main stack.
7. Learn the ways computer fights:
The AI has a complex targeting algorithm, far better than HOMM2. It goes after the most threatening enemies, where the threat may not be immediate. A good example would be computer shooters targeting a huge troglodyte army at your starting line, while their shooters could attack manticores that will be able in the next turn to score damage. [In general, attacking weaker armies is easier - you score bigger damage due to their lower defense and low-level armies are in fact very powerful, measured by damage/HP rating.] I haven't done any thorough testing, but AI seems to pick targets so that the damage potential of your armies is lowered as much as possible.
Knowing what the AI's going to do can help a lot in defeating it.
8. Use special abilities to your full advantage.
I'm talking mainly about two-field attacks (dragons), and I'm talking about yours as well as your enemy's. Two-field attacks can be used against enemy, if they happen to stand in the wrong place.
Since many armies have specials now, I will deal with them individually.
9. Tricks battling computer heroes
Computer controlled heroes follow some patterns in their battle behaviour (as well as non-battle behaviour, see below. Usually, if an enemy hero has some artifacts, he'll try to flee, when the battle turns bad for him, preferrably after smashing a lightning bolt into your stack of shooters. So, try to do your best and plan your crushing attack in a way that will not allow computer to flee. [Usually this means letting him come closer and then smashing all his units in counter attack... here comes very handy good usage of spells, knowledge od abilities, order of playing units and careful planning, using effectively your damage-causing capabilities. Also, using the 'Wait' is crucial here - even at the cost of letting enemy shooters fire first. If enemy walkers all spend their turns, while all your armies were waiting, you now may
Fafner Scholar, Resistance Nagas
Iona Scholar, Intelligence Genies
Neela Scholar, Armorer Armorer skill
Piquedram Mysticism, Scouting Gargoyles
Josephine Mysticism, Sorcery Golems
Rissa Mysticism, Offense +1 Mercury per day
Thane Advanced Scholar Genies
Torosar Mysticism, Tactics Ballista (above 4th level)
Wizards: 0/0/2/3
Aine Wisdom, Scholar +350 gold per day
Astral Advanced Wisdom Hypnotize spell
Cyra Wisdom, Diplomacy Haste spell
Daremyth Wisdom, Intelligence Fortune spell
Halon Wisdom, Mysticism Mysticism skill
Serena Wisdom, Eagle Eye Eagle Eye skill
Solmyr Wisdom, Sorcery Chain Lightning spell
Theodorus Wisdom, Ballistics Magi
*Dracon Advanced Wisdom Trains Enchanters
Beastmasters: 0/4/1/1
Alkin Armorer, Offense Gorgons
Broghild Armorer, Scouting Wyverns
Bron Armorer, Resistance Basilisks
Drakon Armorer, Leadership Gnolls
Gerwulf Armorer, Artillery Ballista (above 4th level)
Korbac Armorer, Pathfinding Serpent
Tazar Advanced Armorer Armorer skill
Wystan Armorer, Archery Lizardmen
Witches: 0/1/2/2
Andra Wisdom, Intelligence Intelligence skill
Merist Wisdom, Learning Stone Skin spell
Mirlanda Advanced Wisdom Weakness spell
Rosic Wisdom, Mysticism Mysticism skill
Styg Wisdom, Sorcery Sorcery skill
Tiva Wisdom, Eagle Eye Eagle Eye skill
Verdish Wisdom, First Aid First Aid skill
Vey Wisdom, Navigation Navigation skill
*Adrienne Wisdom, Expert Fire magic Expert Fire magic at start
Knights: 2/2/1/1
Edric Leadership, Armorer Griffins
Orrin Leadership, Archery Archery skill
Sylvia Leadership, Navigation Navigation skill
Lord Haart Leadership, Estates Estates skill
Valeska Leadership, Archery Archers
Christian Leadership, Tactics Ballista (above 4th level)
Sorsha Leadership, Offense Swordsmen
Tyris Leadership, Tactics Cavaliers
*Sir Mullich Advanced Leadership +2 speed to all units
*Queen Catherine Leadership, Offense Crusaders
*King Roland Leadership, Armorer Crusaders
Clerics: 1/0/2/2
Adela Wisdom, Diplomacy Bless spell
Cuthbert Wisdom, Estates Weakness spell
Caitlin Wisdom, Intelligence +350 gold per day.
Adelaide Advanced Wisdom Frost Ring spell
Ingham Wisdom, Mysticism Monks or Zealots
Loynis Wisdom, Learning Prayer spell
Rion Wisdom, First Aid First Aid skill
Sanya Wisdom, Eagle Eye Eagle Eye skill
Overlords: 2/2/1/1
Ajit Leadership, Resistance Beholders
Arlach Offense, Artillery Ballista (above 4th level)
Dace Tactics, Offense Minotaurs
Damacon Advanced Offense +350 gold per day
Gunnar Tactics, Logistics Logistics skill
Lorelei Leadership, Scouting Harpies
Shakti Offense, Tactics Troglodytes
Synca Leadership, Scholar Manticores
*Mutare Tactics, Estates Dragons get +5A, +5D
Warlocks: 0/0/3/2
Alamar Wisdom, Scholar Resurrection spell
Darkstorm Wisdom, Learning Stone Skin spell
Deemer Wisdom, Adv. Scouting Meteor Shower spell
Geon Wisdom, Eagle Eye Eagle Eye skill
Jaegar Wisdom, Mysticism Mysticism skill
Jeddite Advanced Wisdom Animate Dead spell
Malekith Wisdom, Sorcery Sorcery skill
Sephinroth Wisdom, Intelligence +1 Crystal per day
Demoniacs: 2/2/1/1
Rashka Scholar, Wisdom Efreet
Calh Archery, Scouting Gogs
Fiona Advance Scouting Hell Hounds
Ignatius Tactics, Resistance Imps
Marius Advanced Armorer Demons
Nymus Advanced Offense Pit Fiends
Pyre Logistics, Artillery Ballista (above 4th level)
Octavia Scholar, Offense +350 gold per day.
*Xeron Leadership, Tactics Devils get +4A, +2D and +1Speed
Heretics: 1/1/2/1
Ash Wisdom, Eagle Eye Bloodlust spell
Axsis Wisdom, Mysticism Mysticism skill
Ayden Wisdom, Intelligence Intelligence skill
Calid Wisdom, Learning +1 Sulfur per day
Olema Wisdom, Ballistics Weakness spell
Xyron Wisdom, Scholar Inferno spell
Xarfax Wisdom, Leadership Fireball spell
Zydar Wisdom, Sorcery Sorcery skill
Planeswalkers: 3/1/1/1
Pasis Offense, Artillery Psychic el. +3A, +3D
Monere Offense, Logistics Psychic el. +3A, +3D
Thunar Tactics, Estates Magma el. +2A, +1D, +5Dmg
Erdamon Tactics, Estates Magma el. +2A, +1D, +5Dmg
Ignissa Offense, Ballistics Fire el. +1A, +1D, +2Dmg
Fuir Advanced Offense Fire el. +1A, +1D, +2Dmg
Lacus Advanced Tactics Water el. +2A
Kalt Tactics, Learning Water el. +2A
Elementalists: 0/0/3/3
Luna Wisdom, Fire Magic Fire wall double damage
Brissa Wisdom, Air Magic Haste spell
Ciele Wisdom, Water Magic Magic arrow does 50% more damage
Labetha Wisdom, Earth Magic Stoneskin gives +3 extra defense
Inteus Wisdom, Fire Magic Bloodlust spell
Aenain Wisdom, Air Magic Disrupting Ray works +2
Gelare Wisdom, Water Magic +350 gold per day
Grindan Wisdom, Earth Magic +350 gold per day
Chapter II: Combat guide
Compendium of combat tips, strategies and information
Combat tips could be divided into several categories:
1. Using knowledge of computer intelligence
[This is a non-combat section with tips on how to initiate battles ;-)]
A few basics can be put there, anyway... Typically, when a strong hero approaches your castle and you want him stalled for one turn in order yo get your main force home for defense, you may buy a few sacrificers... but in order to make the computer hero attack those weaklings, they usually have to be put only one or two squares aside from the computer hero's expected path... if they're any further off his course, he will simply ignore them and go after the castle.
2. Always make sure you KNOW, what army will play next. The rules are these:
* First comes speed. If there's a stack that is faster than any other, it plays first.
* When both sides have stacks of same speed, in the first round the attacker gets the first move. In castle defenses, however, the defending party has first strike (as the attacker was preparing siege)
* If both sides have stacks of same speed, the rounds go zig-zag. Once all stacks of that speed have moved, next lower speed army moves and if both sides have that speed in their ranks, then again moves side, that hadn't had made the last move.
* On every side, armies with same speed play in order of appearance on the screen, when the battle begun. So, if you have two armies of the same speed, the ORIGINALLY upper plays always sooner, even if it moves below the other army.
* The 'wait' function needs some explaining. A unit that uses 'wait' in it's regular turn will have to play within the battle turn. After ballistas on both sides fire, a sub-turn for waiting creatures begins, following all the rules about speeds and zig-zagging, but the speeds go in reversed order, from slowest to fastest creatures, So that the fastest creatures play last.
3. Always try to use appropriate targets in order to attend your goals. Your goals may be one of the following: * winning the battle at any cost * causing maximum damage (i.e. defending a captured castle) * winning with no losses * not letting enemy flee.
There's a different way to each of those goals, but most of them require you to know exactly the order of play, as well as to know approximately the damages that your and enemy stacks can cause. And it's good to be able to actually count the expected damage, because knowing that a particular stack of yours is able to kill an enemy may be important when deciding i.e. which spell to cast or where to move the stack... and in these cases, you simply cannot get the help on the status line... Note that if you turn on 'all statistics' or 'spells only', it will along with displaying the requested information, show a context-sensitive help on damage. That is, if you put your cursor over an enemy you are able to attack, it will show you, how much damage will your unit cause.
Order of play is important for one more thing. If i.e. both you and opponent have some shooters of the same speed, you'll have to determine, if yours will play sooner, and if so, you can direct your other attacks to other enemy units (assuming that your shooters will cripple enemy shooter stack enough to cause you no casualities).
4. Combat rules:
How the damage is counted?
DAM= (1+((A-D)*X))) * A_count * RND_damage
In words: Number of attackers times damage caused by a single unit [this one is the only random factor - damage lies somewhere within damage range] times modifier based on Attack skill of Attacker and Defense skill of defender
Value of X: X equals 0.05 if A is bigger than D, which means that the damage is increased by 5% for every point between A and D X equals 0.02 if D is bigger than A, so damage is decreased by 2% for every point between D and A.
5. Try to get to know your enemies as well as your units.
Memorize most units' HPs and other numbers and be able to estimate, how much damage will your armies deliver, in order to use them most effectively.
In the battle, always keep an eye on current state of any unit, especially the number of HPs. If the stack with badly wounded unit can get out of enemy range, try it. If you can finish a badly wounded enemy dragon or another big beast, do it. Two dragons, if which one has miserable 5 HPs left, still do damage of two dragons. If you have two stacks with equal HPs left, always sacrifice the one that you need less. (It's always better to lose a minotaur than a dragon.)
6. Remember counterstrike rules!
Any close range attack is retaliated, but every unit retaliates only once every turn (see exception list below). So, if your enemy has a strong stack, you'll want to either attack with a stack strong enough that attacked enemy will be too weak to cause losses of your units, or sacrifice a small, cheap unit to waste enemy retaliation.
Any fast unit will do for that trick - or, with use of 'wait', slower units may do so - let the main stack wait and when the enemy gets near, attack with some expendable unit, then in 'waiting' turn with the main stack.
7. Learn the ways computer fights:
The AI has a complex targeting algorithm, far better than HOMM2. It goes after the most threatening enemies, where the threat may not be immediate. A good example would be computer shooters targeting a huge troglodyte army at your starting line, while their shooters could attack manticores that will be able in the next turn to score damage. [In general, attacking weaker armies is easier - you score bigger damage due to their lower defense and low-level armies are in fact very powerful, measured by damage/HP rating.] I haven't done any thorough testing, but AI seems to pick targets so that the damage potential of your armies is lowered as much as possible.
Knowing what the AI's going to do can help a lot in defeating it.
8. Use special abilities to your full advantage.
I'm talking mainly about two-field attacks (dragons), and I'm talking about yours as well as your enemy's. Two-field attacks can be used against enemy, if they happen to stand in the wrong place.
Since many armies have specials now, I will deal with them individually.
9. Tricks battling computer heroes
Computer controlled heroes follow some patterns in their battle behaviour (as well as non-battle behaviour, see below. Usually, if an enemy hero has some artifacts, he'll try to flee, when the battle turns bad for him, preferrably after smashing a lightning bolt into your stack of shooters. So, try to do your best and plan your crushing attack in a way that will not allow computer to flee. [Usually this means letting him come closer and then smashing all his units in counter attack... here comes very handy good usage of spells, knowledge od abilities, order of playing units and careful planning, using effectively your damage-causing capabilities. Also, using the 'Wait' is crucial here - even at the cost of letting enemy shooters fire first. If enemy walkers all spend their turns, while all your armies were waiting, you now may
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