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Submitted by System on 09/03/2006, 09:50. Print file.
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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
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