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Infernal Trogolodytes. Now claim the Lumber Mill by moving your Hero there. Next, go south to the Treasure Chest, and take the experience points and not the Gold. When you level up, choose
Basic Wisdom as your secondary Skill. To end the turn, try to go to the nearby Stables, and when you run out of Movement, end the day.
Day 3: Start by finsihing your trip to the Stables. You can just press "m" if you're too lazy to use the toolbar. Go to the Windmill and get your weekly bonus. Next, head north and go kill the Hell Hounds. You'll notice that they don't go down as easily as the Infernal
Trogolodytes did. But, if you play your cards right, you can escape with only a Griffin casualty. Now, get the Treasure Chest, but take the Gold. Next, go straight until you can't move any more. After that, click on your Castle. Build a Barracks, but do NOT, I repeat NOT recruit the Swordsmen. Afterwards, end the turn by clicking on the corresponding button.
Day 4: Now it's time to make Royal Griffins available for your recruitment. Now that it is possible, build an Upgraded Griffin Tower. But again, do NOT recruit them. Wondering why?
Well, we're going to upgrade the Swordsmen to Crusaders, and there are no Griffins or Royal
Griffins avialable for recruitment...yet. Now, select your Hero and move straight until you smack into some woods. Head upward along the path until a scholar is visible. Get as near as you can to him, and then you'll be out of movement points for the day. Now, of course, end your turn.
Day 5: You should start day Five by going to the Scholar. He'll teach you the Basic Scholar
Skill, and disspear off the face of the Earth. Now go due North to the School of Magic. When you get there increase your Knowledge Skill by +1 for 1,000 Gold. After that, click on the
Treasure Chest. When you stop short of it, you're out of movement, open up the Overview of your one and only Castle. Click on the Town Hall and construct a Citadel to upgrade that
Castle's defenses and double base creature growth. This will cost 2500 Gold and five units of
Ore. With that finished, depart from the Castle and end your turn.
Day 6: The first thing you should do is select your Hero and go and get that Treasure Chest you were going to. Choose to take the Experience Points. When you level up, choose Advanced
Offense as your Secondary Skill bonus instead of Basic Water Magic. Now go left and rid the area of those Magogs. This isn't going to be a pretty battle. If you're lucky, you'll escape with only a loss of six Pikemen and six Halberdiers. Now go and claim the Sulfur Mine and the pile of Sulfur that are right above you. Next, get as near as you can to the Treasure Chest in the West as you can. When it is not possible for you to move any further, open up your Castle
Screen. Go into the Town Hall and have a Griffin Bastion constructed. Now, end your turn.
Day 7: Start out Day 7 by getting the Treasure Chest you were after on Day 6. When given the choice, take the experience points. You'll levl up, and for your secondary skill obnus, choose the Basic Ballistics. Now, go down until the Entrance to the School of War becomes visible. When it does, go into it. Choose to get a +1 Attack Skill for 1000 Gold. Go down two spaces to the Lean-To which will conatin two units of Gems. Since you have no movement left, go and open up your Castle screen. Go to the Town Hall and order a Castle to be built for 10 Wood and Gem units and 5000 Gold. Now your Castle will have three Arrow Towers, a moat, and your Garrison to defend it. Also, Base Creature Growth will be multiplied by four.
To finish off the week, end you turn.
Day 8: Begin by getting the Treasure Chest that you were after yesterday. Choose to keep the
1500 Gold, because you really need it. Now go down a little until another Treasure Chest is visible. Obviously, you should get it, so get to it. Again, keep the Gold. Next, go southeast to that little strip of shroud. Unfortunately, you'll run out of movement on the way there, so go to your Castle which is named Caraytid and will be referred to by that name for the rest of this FAQ. Open up the Town Hall and have a Marketplace Built. It will cost five Lumber units and 500 Gold. Now, since there is nothing else that you _can_ do, end the day.
Day 9: You should see a Gem Pond to your right guarded by "Lots of Beholders". Double-click it and enggage them in combat. This is a fairly simple fight. You should be able to escape with minimal losses. To be more specific, 2 Marksmen, 2 Halberdiers, and all 6 Griffins.
Your Archers are the key to this fight. Use them to weaken, cripple, and eventually kill the enemy units. After you slaughter the Beholders (and Evil Eyes), obviously, claim the Gem
Pond. Oops, you're out of Movement for the day. Click on your Town and have a Resource Silo built so you can get even more Wood and the the Ore you desparately need every day. Speaking of "days", exit the Castle and end your day.
Day 10: Claim the Gem Pond as your own, and leave no guards to guard it. You need men badly for this scenario. Bow, beneath you, you'll see a pile of Gems. Take them and add +4 gems to your total funds. Next, start heading east towards the Stables until you run out of your daily allotment of Movement Points and then open up the screen for your Castle. You can't build most of the stuff becuase you used all of your Ore on building that Resource Silo, but trust me; it WILL pay off in the long run. Pay 5000 Gold to upgrade your Town Hall to a City
Hall so it now supplies you with 2000 Gold per day, rather than the current 1000 Gold. Now, end they day.
Day 11: Start Day 11 by finishing your journey to the Stables. Yay! Extra Movement Points for three days! Go south to the Windmill and the keeper will give you three units of Ore. A bit to the east is some Sulfur hiding behind a tree. Take it, of course. Click on the Wood to the east and try to take it. Oh wait a sec, you're out of Movement Points ;P. Instead, click on your Castle, open up the City Hall screen, and order your little peons to build a
Monastery. Since you have done all that is possible for the day, just end it.
Day 12: Begin by taking the Wood that you were heading for, and thne go north to the Witches
Hut. She'll teach you the Secondary Skill of Navigation which increases that Hero's Movement
Points at sea by a whopping 50%. If you look northeast of your current position, you'll see some crystals just lying on the ground. Get as near as you can to them before running out of
Movement Points, and then, when you do, open up the Town screen. build the Stables so that whenever a Hero enters the Town he/she will get a Movement bonus for the remainder of the week
(Yay!). After you do that, exit the Town and end the day.
Day 13: Finish going to the Crystals and then move sort of north east until you're one hex underneath the lone tree, and then move one more forward. See the Water Wheel above you? Go to it and the keeper of the Mill will give you 1000 Gold and he will tell you to come back next Week for 1000 more Gold. Now, move one space right and kill the Hell Hounds. This fight is too easy. You'll only lose 4 Halberdiers if you are careful. Northeast of your current position is a Garden of Revelation, which you should go to now. Congratulations, you get +1
Knowledge. Double click on the entrance to the Mercenary Camp and move until you're out of
Movement Points. Get into your Castle screen, enter the Tavern, and recruit the Hero Ingham the cleric. Get out of the Castleand move Ingham on to the top boat. Once he has boarded it, he will be out Movement Points, so just end the day.
Day 14: Begin by moving Christian to the Mercenary Camp, increasing his Attack Skill by +1.
Then move him down to fight the Gogs. When prompted to let them flee or not, choose yes.
Now, move down the Guardhouse and choose to recruit Pikemen to get a free 14 of them. Now, get as near as you can to the Castle, and when you run out of Movement Points, switch to
Ingham. Move his boat south to the Sea Chest and get 1500 Gold. Then, move Southwest to find
a Flotsam containing 10 Wood and 500 Gold. Next, move west as the crow flies until you run out of Movement Points for the day. Finally, open up Caryatid (that's the name of your
Castle) and build the Training Grounds. After this, end the day.
Day 15: Start by finishing Christian's trek back to Caryatid. Open up the Castle Screen and recruit all the Pikemen and Archers, followed by all the Griffins you can afford. Then, get out of the town and switch to Ingham. Move down below the rocks to expose 4 flotsams. Get them in order from the one below you, then to the right, then the one above that, and then the one to the far left. But wait. You only have enough Movement for the first two today. Get then and end the day.
Day 16: Re-enter the Castle Screen of Caryatid and recruit the eight Griffins that you can afford. Now go to the Garrison and move all the creatures there into Christian's Army, then close the town up. Move Christian north to fight the Infernal Trogolodytes. Despite theire attemps to run away, choose to attack them. Use ONLY your ranged attackers for this battle, but finish it up with your Griffins. You can easily win this simple battle without a single casualty. Afterwards, move Christian to the Redwood Observatory and then to the pile of Ore.
He's now out of Movement. Switch over to Ingham and finish getting the Flotsams. After you get the last one, get the nearest Sea Chest and then move straight west until you're out of
Movement Points for the day. Finally, end the day.
Day 17: Start by moving Christian to take the Ore Mine and then move up to get 1000 Gold from the Water Wheel. Farther up, you should see a Treasure Chest. Get as near to it as you can before you run out Movement Points, and then switch over to Ingham. First move Ingham's boat to the Buoy for a +1 Morale Bonus. Then move him to the Sea Chest to get the Collar of
Conjuring and 1000 Gold. Next, move to the three Flotsams. Oops. You're out of Movement.
Oh well. Open Caryatid and then the Castle Screen. Build an Upgraded Monastery so now you can make Zealots. Since there is absolutely nothing left to do, end the day.
Day 18: Move Christian to the Treasure Chest and choose to take the 1500 Gold over the 1000
Experience Points. Next, move east to the Marletto Tower to get +1 to your Defense Skill.
Double-click the grass directly left of the mountains, so when you get there, you'll be directly aligned with the entrance to the Marletto Tower. You won't be able to get there today, so switch over to Ingham and get the two nearest Flotsams. Now, move down to the
Shipwreck Survivor, and he'll give you the Dragon Scale Shield(!), and then get the Flotsam to the left. Go straight west until you can't go any further, and then open Caryatid. Enter
City Hall and have an Upgraded Archers' Tower built, and then end the day.
Day 19: Finish Christian's move and then move up and fight the Hell Hounds. As before, use only your ranged attackers and you can EASILY win this fight without losing a single man.
With the Experience Points from winning this battle, Christian levels up to Level 6. Choose to learn the Secondary Skill "Basic Luck" rather than "Advanced Artillery". Now, nove straight up so that you arrive on the other side of the forest, but you're lined up precisely with your previous spot. Use Christian's last bit of Movement to go up and get to the Star
Axis, giving him a +1 Spell Power bonus. Then, since he can't go anywhere, switch Heroes.
Move due west until a Sea Chest and a Flotsam are in sight. Get the Sea Chest first, then the
Flotsam. You'll be out of Movement after this, so open Caryatid up and go to City Hall and have a Capitol built, doubling your daily Gold income to 4000. After this is done, end the day.
Day 20: Hum...I have it written out from taking the notes, but I'm too lazy to type it in this version, sorry =/. But, basically, all you have to do move your Heroes north to the
Subterranean (Sp?) Gate and then head to the center of the Underground. It's that simple.
For a complete walkthrough, look at Version 1.02.
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* |I X. Creatures FAQ I| *
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Here is a detailed listing of all of the creatures (units, troops, monsters, whatever you want to call them) in Heroes of Might & Magic III: THe Shadow of Death.
Here is how the setup for this section will work:
Name: The creature's name
Cost: How much one single unit of that creature costs to recruit
Dwelling: What dwelling the creature can be recruited from
Attack Rating: The creature's attack rating + its master's attack rating
Defense Rating: The creature's defense rating + its master's defense rating
Speed (in hexes per turn): How many hexes per turn the creature can move across the Battlefield
HP (Hit Points): How many hit points a creature. That means "Health" for those of you new to the video game industry.
Damage: How many HP the unit can take away from another unit whenever it attacks.
Shots: How many arrows/missilies/any projectile weapon certain creatures have.
Special: some creatures have this, some creatures don't. Special abilities are things that some creatures can do extra on top of attacking.
My rating: My rating of the creature. It will be 1-10: 1, 1.5, 2, 2.5, 3, 3.5, and so on and so forth.
Description: This is my desription of the creature. It's that simple, folks.
Now, onto the actual section.
Castle Creatures:
Name: Pikeman
Cost: 60 Gold
Dwelling: Guardhouse
Attack Rating: 4
Defense Rating: 5
Speed (in hexes per turn): 4
HP (Hit points): 10
Damage: 1-3
Shots: N/A
Special: N/A
My rating (1-10): 3
Description: Pikemen are the weakest castle creatures, and nearly worthless unless you group several hundred of them all together. When you do that they can do large amounts of damage and kill much stronger creatures in a few turns.
Name: Halberdier
Cost: 75 Gold
Dwelling: Upgraded Guardhouse
Attack Rating: 6
Defense Rating: 5
Speed (in hexes per turn): 5
HP (Hit points): 10
Damage: 2-3
Shots: N/A
Special: N/A
My rating (1-10): 4
Description: Halberdiers do little more damage than Pikemen, and it's practically pointless to waste resources upgrading a guardhouse just so you can do one more point of damage sometimes.
Name: Archer
Cost: 100 Gold
Dwelling: Archer's Tower
Attack Rating: 6
Defense Rating: 3
Speed (in hexes per turn): 4
HP (Hit points): 10
Damage: 2-3
Shots: 12
Special: N/A
My rating (1-10): 4.5
Description: Archer's are the weakest of the weak when it comes to non-melee fighting, thus the four and a half rating. They do as much damage as Halberdiers, but usually end up doing the two rather than three. Upgrade the Archer's Tower and stick with Marksmen.
Name: Marksman
Cost: 150 Gold
Dwelling: Upgraded Archer's Tower
Attack Rating: 6
Defense Rating: 3
Speed (in hexes per turn): 6
HP (Hit points): 10
Damage: 2-3
Shots: 24
Special: Shoots twice per attack
My rating (1-10): 5
Basic Wisdom as your secondary Skill. To end the turn, try to go to the nearby Stables, and when you run out of Movement, end the day.
Day 3: Start by finsihing your trip to the Stables. You can just press "m" if you're too lazy to use the toolbar. Go to the Windmill and get your weekly bonus. Next, head north and go kill the Hell Hounds. You'll notice that they don't go down as easily as the Infernal
Trogolodytes did. But, if you play your cards right, you can escape with only a Griffin casualty. Now, get the Treasure Chest, but take the Gold. Next, go straight until you can't move any more. After that, click on your Castle. Build a Barracks, but do NOT, I repeat NOT recruit the Swordsmen. Afterwards, end the turn by clicking on the corresponding button.
Day 4: Now it's time to make Royal Griffins available for your recruitment. Now that it is possible, build an Upgraded Griffin Tower. But again, do NOT recruit them. Wondering why?
Well, we're going to upgrade the Swordsmen to Crusaders, and there are no Griffins or Royal
Griffins avialable for recruitment...yet. Now, select your Hero and move straight until you smack into some woods. Head upward along the path until a scholar is visible. Get as near as you can to him, and then you'll be out of movement points for the day. Now, of course, end your turn.
Day 5: You should start day Five by going to the Scholar. He'll teach you the Basic Scholar
Skill, and disspear off the face of the Earth. Now go due North to the School of Magic. When you get there increase your Knowledge Skill by +1 for 1,000 Gold. After that, click on the
Treasure Chest. When you stop short of it, you're out of movement, open up the Overview of your one and only Castle. Click on the Town Hall and construct a Citadel to upgrade that
Castle's defenses and double base creature growth. This will cost 2500 Gold and five units of
Ore. With that finished, depart from the Castle and end your turn.
Day 6: The first thing you should do is select your Hero and go and get that Treasure Chest you were going to. Choose to take the Experience Points. When you level up, choose Advanced
Offense as your Secondary Skill bonus instead of Basic Water Magic. Now go left and rid the area of those Magogs. This isn't going to be a pretty battle. If you're lucky, you'll escape with only a loss of six Pikemen and six Halberdiers. Now go and claim the Sulfur Mine and the pile of Sulfur that are right above you. Next, get as near as you can to the Treasure Chest in the West as you can. When it is not possible for you to move any further, open up your Castle
Screen. Go into the Town Hall and have a Griffin Bastion constructed. Now, end your turn.
Day 7: Start out Day 7 by getting the Treasure Chest you were after on Day 6. When given the choice, take the experience points. You'll levl up, and for your secondary skill obnus, choose the Basic Ballistics. Now, go down until the Entrance to the School of War becomes visible. When it does, go into it. Choose to get a +1 Attack Skill for 1000 Gold. Go down two spaces to the Lean-To which will conatin two units of Gems. Since you have no movement left, go and open up your Castle screen. Go to the Town Hall and order a Castle to be built for 10 Wood and Gem units and 5000 Gold. Now your Castle will have three Arrow Towers, a moat, and your Garrison to defend it. Also, Base Creature Growth will be multiplied by four.
To finish off the week, end you turn.
Day 8: Begin by getting the Treasure Chest that you were after yesterday. Choose to keep the
1500 Gold, because you really need it. Now go down a little until another Treasure Chest is visible. Obviously, you should get it, so get to it. Again, keep the Gold. Next, go southeast to that little strip of shroud. Unfortunately, you'll run out of movement on the way there, so go to your Castle which is named Caraytid and will be referred to by that name for the rest of this FAQ. Open up the Town Hall and have a Marketplace Built. It will cost five Lumber units and 500 Gold. Now, since there is nothing else that you _can_ do, end the day.
Day 9: You should see a Gem Pond to your right guarded by "Lots of Beholders". Double-click it and enggage them in combat. This is a fairly simple fight. You should be able to escape with minimal losses. To be more specific, 2 Marksmen, 2 Halberdiers, and all 6 Griffins.
Your Archers are the key to this fight. Use them to weaken, cripple, and eventually kill the enemy units. After you slaughter the Beholders (and Evil Eyes), obviously, claim the Gem
Pond. Oops, you're out of Movement for the day. Click on your Town and have a Resource Silo built so you can get even more Wood and the the Ore you desparately need every day. Speaking of "days", exit the Castle and end your day.
Day 10: Claim the Gem Pond as your own, and leave no guards to guard it. You need men badly for this scenario. Bow, beneath you, you'll see a pile of Gems. Take them and add +4 gems to your total funds. Next, start heading east towards the Stables until you run out of your daily allotment of Movement Points and then open up the screen for your Castle. You can't build most of the stuff becuase you used all of your Ore on building that Resource Silo, but trust me; it WILL pay off in the long run. Pay 5000 Gold to upgrade your Town Hall to a City
Hall so it now supplies you with 2000 Gold per day, rather than the current 1000 Gold. Now, end they day.
Day 11: Start Day 11 by finishing your journey to the Stables. Yay! Extra Movement Points for three days! Go south to the Windmill and the keeper will give you three units of Ore. A bit to the east is some Sulfur hiding behind a tree. Take it, of course. Click on the Wood to the east and try to take it. Oh wait a sec, you're out of Movement Points ;P. Instead, click on your Castle, open up the City Hall screen, and order your little peons to build a
Monastery. Since you have done all that is possible for the day, just end it.
Day 12: Begin by taking the Wood that you were heading for, and thne go north to the Witches
Hut. She'll teach you the Secondary Skill of Navigation which increases that Hero's Movement
Points at sea by a whopping 50%. If you look northeast of your current position, you'll see some crystals just lying on the ground. Get as near as you can to them before running out of
Movement Points, and then, when you do, open up the Town screen. build the Stables so that whenever a Hero enters the Town he/she will get a Movement bonus for the remainder of the week
(Yay!). After you do that, exit the Town and end the day.
Day 13: Finish going to the Crystals and then move sort of north east until you're one hex underneath the lone tree, and then move one more forward. See the Water Wheel above you? Go to it and the keeper of the Mill will give you 1000 Gold and he will tell you to come back next Week for 1000 more Gold. Now, move one space right and kill the Hell Hounds. This fight is too easy. You'll only lose 4 Halberdiers if you are careful. Northeast of your current position is a Garden of Revelation, which you should go to now. Congratulations, you get +1
Knowledge. Double click on the entrance to the Mercenary Camp and move until you're out of
Movement Points. Get into your Castle screen, enter the Tavern, and recruit the Hero Ingham the cleric. Get out of the Castleand move Ingham on to the top boat. Once he has boarded it, he will be out Movement Points, so just end the day.
Day 14: Begin by moving Christian to the Mercenary Camp, increasing his Attack Skill by +1.
Then move him down to fight the Gogs. When prompted to let them flee or not, choose yes.
Now, move down the Guardhouse and choose to recruit Pikemen to get a free 14 of them. Now, get as near as you can to the Castle, and when you run out of Movement Points, switch to
Ingham. Move his boat south to the Sea Chest and get 1500 Gold. Then, move Southwest to find
a Flotsam containing 10 Wood and 500 Gold. Next, move west as the crow flies until you run out of Movement Points for the day. Finally, open up Caryatid (that's the name of your
Castle) and build the Training Grounds. After this, end the day.
Day 15: Start by finishing Christian's trek back to Caryatid. Open up the Castle Screen and recruit all the Pikemen and Archers, followed by all the Griffins you can afford. Then, get out of the town and switch to Ingham. Move down below the rocks to expose 4 flotsams. Get them in order from the one below you, then to the right, then the one above that, and then the one to the far left. But wait. You only have enough Movement for the first two today. Get then and end the day.
Day 16: Re-enter the Castle Screen of Caryatid and recruit the eight Griffins that you can afford. Now go to the Garrison and move all the creatures there into Christian's Army, then close the town up. Move Christian north to fight the Infernal Trogolodytes. Despite theire attemps to run away, choose to attack them. Use ONLY your ranged attackers for this battle, but finish it up with your Griffins. You can easily win this simple battle without a single casualty. Afterwards, move Christian to the Redwood Observatory and then to the pile of Ore.
He's now out of Movement. Switch over to Ingham and finish getting the Flotsams. After you get the last one, get the nearest Sea Chest and then move straight west until you're out of
Movement Points for the day. Finally, end the day.
Day 17: Start by moving Christian to take the Ore Mine and then move up to get 1000 Gold from the Water Wheel. Farther up, you should see a Treasure Chest. Get as near to it as you can before you run out Movement Points, and then switch over to Ingham. First move Ingham's boat to the Buoy for a +1 Morale Bonus. Then move him to the Sea Chest to get the Collar of
Conjuring and 1000 Gold. Next, move to the three Flotsams. Oops. You're out of Movement.
Oh well. Open Caryatid and then the Castle Screen. Build an Upgraded Monastery so now you can make Zealots. Since there is absolutely nothing left to do, end the day.
Day 18: Move Christian to the Treasure Chest and choose to take the 1500 Gold over the 1000
Experience Points. Next, move east to the Marletto Tower to get +1 to your Defense Skill.
Double-click the grass directly left of the mountains, so when you get there, you'll be directly aligned with the entrance to the Marletto Tower. You won't be able to get there today, so switch over to Ingham and get the two nearest Flotsams. Now, move down to the
Shipwreck Survivor, and he'll give you the Dragon Scale Shield(!), and then get the Flotsam to the left. Go straight west until you can't go any further, and then open Caryatid. Enter
City Hall and have an Upgraded Archers' Tower built, and then end the day.
Day 19: Finish Christian's move and then move up and fight the Hell Hounds. As before, use only your ranged attackers and you can EASILY win this fight without losing a single man.
With the Experience Points from winning this battle, Christian levels up to Level 6. Choose to learn the Secondary Skill "Basic Luck" rather than "Advanced Artillery". Now, nove straight up so that you arrive on the other side of the forest, but you're lined up precisely with your previous spot. Use Christian's last bit of Movement to go up and get to the Star
Axis, giving him a +1 Spell Power bonus. Then, since he can't go anywhere, switch Heroes.
Move due west until a Sea Chest and a Flotsam are in sight. Get the Sea Chest first, then the
Flotsam. You'll be out of Movement after this, so open Caryatid up and go to City Hall and have a Capitol built, doubling your daily Gold income to 4000. After this is done, end the day.
Day 20: Hum...I have it written out from taking the notes, but I'm too lazy to type it in this version, sorry =/. But, basically, all you have to do move your Heroes north to the
Subterranean (Sp?) Gate and then head to the center of the Underground. It's that simple.
For a complete walkthrough, look at Version 1.02.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
/|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|\
/ |I\\\\\\\\\\\\\///////////////I| \
* |I X. Creatures FAQ I| *
\ |I\\\\\\\\\\\\\///////////////I| /
\|IIIIIIIIIIIIIIIIIIIIIIIIIIIIII|/
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is a detailed listing of all of the creatures (units, troops, monsters, whatever you want to call them) in Heroes of Might & Magic III: THe Shadow of Death.
Here is how the setup for this section will work:
Name: The creature's name
Cost: How much one single unit of that creature costs to recruit
Dwelling: What dwelling the creature can be recruited from
Attack Rating: The creature's attack rating + its master's attack rating
Defense Rating: The creature's defense rating + its master's defense rating
Speed (in hexes per turn): How many hexes per turn the creature can move across the Battlefield
HP (Hit Points): How many hit points a creature. That means "Health" for those of you new to the video game industry.
Damage: How many HP the unit can take away from another unit whenever it attacks.
Shots: How many arrows/missilies/any projectile weapon certain creatures have.
Special: some creatures have this, some creatures don't. Special abilities are things that some creatures can do extra on top of attacking.
My rating: My rating of the creature. It will be 1-10: 1, 1.5, 2, 2.5, 3, 3.5, and so on and so forth.
Description: This is my desription of the creature. It's that simple, folks.
Now, onto the actual section.
Castle Creatures:
Name: Pikeman
Cost: 60 Gold
Dwelling: Guardhouse
Attack Rating: 4
Defense Rating: 5
Speed (in hexes per turn): 4
HP (Hit points): 10
Damage: 1-3
Shots: N/A
Special: N/A
My rating (1-10): 3
Description: Pikemen are the weakest castle creatures, and nearly worthless unless you group several hundred of them all together. When you do that they can do large amounts of damage and kill much stronger creatures in a few turns.
Name: Halberdier
Cost: 75 Gold
Dwelling: Upgraded Guardhouse
Attack Rating: 6
Defense Rating: 5
Speed (in hexes per turn): 5
HP (Hit points): 10
Damage: 2-3
Shots: N/A
Special: N/A
My rating (1-10): 4
Description: Halberdiers do little more damage than Pikemen, and it's practically pointless to waste resources upgrading a guardhouse just so you can do one more point of damage sometimes.
Name: Archer
Cost: 100 Gold
Dwelling: Archer's Tower
Attack Rating: 6
Defense Rating: 3
Speed (in hexes per turn): 4
HP (Hit points): 10
Damage: 2-3
Shots: 12
Special: N/A
My rating (1-10): 4.5
Description: Archer's are the weakest of the weak when it comes to non-melee fighting, thus the four and a half rating. They do as much damage as Halberdiers, but usually end up doing the two rather than three. Upgrade the Archer's Tower and stick with Marksmen.
Name: Marksman
Cost: 150 Gold
Dwelling: Upgraded Archer's Tower
Attack Rating: 6
Defense Rating: 3
Speed (in hexes per turn): 6
HP (Hit points): 10
Damage: 2-3
Shots: 24
Special: Shoots twice per attack
My rating (1-10): 5
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- Heroes of Might & Magic 3 - Shadow of Death hints by System on 09/03/2006, 09:50
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