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

Home » PC » Heroes of Might & Magic 3 - Shadow of Death » Heroes of Might & Magic 3 - Shadow of Death 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

Sponsors:

Description: Marksmen would be getting a 4.5 too if it weren't for ther special ability. The differences between them and archers are their speed, their cost, their shots, and their special.

Name: Griffin
Cost: 200 Gold
Dwelling: Griffin Tower
Attack Rating: 8
Defense Rating: 8
Speed (in hexes per turn): 6
HP (Hit points): 25
Damage: 3-6
Shots: N/A
Special: Retaliates two times per turn.
My rating (1-10): 6
Description: Griffin's are flying bird type things, and pretty useful.  They take a big step up in the damage and HP category, which helps them a lot.  And their special ability is useful too, but not nearly as good as the Royal Griffin's.

Name: Royal Griffin
Cost: 240 Gold
Dwelling: Upgraded Griffin Tower
Attack Rating: 9
Defense Rating: 9
Speed (in hexes per turn): 9
HP (Hit points): 25
Damage: 3-6
Shots: N/A
Special: Unlimited Retaliation
My rating (1-10): 7
Description: Royal Griffins have a lot in common with their predecessors, but they have some small differences and one large one.  The small ones are attack and defense rating, speed, and cost.  The big one is the Special Ability.  With unlimited retaliations, Royal Griffins are invaluable.  If you put a hundred or more of these creatures in a single group and attack nearly anything, stronger or weaker, you'll win within a few turns.

Name: Swordsman
Cost: 300 Gold
Dwelling: Barracks
Attack Rating: 10
Defense Rating: 12
Speed (in hexes per turn): 5
HP (Hit points): 35
Damage: 6-9
Shots: N/A
Special: N/A
My rating (1-10): 6.5
Description: Swordsmen aren't as strong as Royal Griffins, but they're better than Griffins.
Hence the 6.5 rating.  The main problem with them is that they need a special ability, or else they're just an overpriced waste of time.  Upgrade your Barracks immediately rather than recruiting Swordsmen.

Name: Crusader
Cost: 400 Gold
Dwelling: Upgraded Barracks
Attack Rating: 12
Defense Rating: 12
Speed (in hexes per turn): 6
HP (Hit points): 35
Damage: 7-10
Shots: N/A
Special: Strikes twice
My rating (1-10): 7.5
Description: Crusaders are a step up from Swordsmen, due to their Special Ability.  I've won countless battles because of the "Strikes Twice" special ability, so that explains the high(er) rating.

Name: Monk
Cost: 400 Gold
Dwelling: Monastery
Attack Rating: 12
Defense Rating: 7
Speed (in hexes per turn): 5
HP (Hit points): 30
Damage: 10-12
Shots: 12
Special: N/A
My rating (1-10): 8
Description: Monks and Zealots are the only decent ranged attacking units in the Castle set of creatures.  With thirty HP and a 10-12 damage amount, Monks are a solid choice for any army.

Name: Zealot
Cost: 450 Gold
Dwelling: Upgraded Monastery
Attack Rating: 12
Defense Rating: 10
Speed (in hexes per turn): 7
HP (Hit points): 30
Damage: 10-12
Shots: 24
Special: No melee penalty
My rating (1-10): 8.5
Description: Zealots are an excellent choice for a Castle-based army.  And with no melee penalty (don't know what melee is?  See the HOMM Dictionary section) Zealots are just as good whenever they're being pressed back, unlike Archers.  And if you really want to make the most of they're powers, put them behind a Castle wall during a seige and trash the opposition.

Name: Cavalier
Cost: 1000 Gold
Dwelling: Training Grounds
Attack Rating: 15
Defense Rating: 15
Speed (in hexes per turn): 7
HP (Hit points): 100
Damage: 15-25
Shots: N/A
Special: Jousting Bonus
My rating (1-10): 9
Description: Cavaliers are great.  With a large movement range, a nice amount of damage, and a fair price, Cavaliers are ideal for someone with a decent amount of Gold.  And you may be wondering what a jousting bonus is.  Whenever you use a Cavalier or a Champion and you put it beside an enemy and attack it, you'll do 25% more damage.

Name: Champion
Cost: 1200 Gold
Dwelling: Upgraded Training Grounds
Attack Rating: 16
Defense Rating: 16
Speed (in hexes per turn): 9
HP (Hit points): 100
Damage: 20-25
Shots: N/A
Special: Jousting Bonus
My rating (1-10): 9.5
Description: Champions are nearly perfect, except they're lacking in one thing that keeps them from getting a 10.  That's their damage statistic.  There's nothing _wrong_ with a 20-25 damage stat, it's just a ten rating would have to be higher.  But with the Jousting Bonus they have, it helps a lot.

Name: Angel
Cost: 3000 Gold + 1 Gem
Dwelling: Portal of Glory
Attack Rating: 20
Defense Rating: 20
Speed (in hexes per turn): 12
HP (Hit points): 200
Damage: 50
Shots: N/A
Special: Hates Devils
My rating (1-10): 10
Description: Angels are far superior to all of the previous Castle creatures by far.  They easily surpass the Champions and Cavaliers in every single category.  If you have about twenty of these in your army, you'll be nearly unbeatable by most armies.

Name: Archangels
Cost: 5000 Gold +3 Gems
Dwelling: Upgraded Portal of Glory
Attack Rating: 30
Defense Rating: 30
Speed (in hexes per turn): 18
HP (Hit points): 250
Damage: 50
Shots: N/A
Special: +1 morale, Hates Devils, Ressurects dead allies
My rating (1-10): 11
Description: Archangels are amazing.  Just having one of them in your army gives you a +1 morale bonus, they can ressurect dead allies once per every five rounds, and they get a 50% attack bonus whenever they're fighting Devils or Archdevils.  With huge attack, defense, speed, and HP ratings, these things are excellent.  The only flaw is their price, but if you can afford it, buy as many as you can.


Rampart Creatures

Name: Centaur
Cost: 70 Gold
Dwelling: Centaur Stables
Attack Rating: 5
Defense Rating: 3
Speed (in hexes per turn): 6
HP (Hit Points): 8
Damage: 2-3
Shots: N/A
Special: N/A
My rating: 5
Description: I have no idea why, but I love the Centaurs.  Due to their cheap price, I group several hundred of them together and then send them on what would be a suicide mission at hugely powerful cretaures like Ghost Dragons and attack them.  Within a one to three rounds, that enemy is dead.  But still, they need to be grouped to be good, so they get a five rating instead of something higher or lower.

Name: Centaur Captain
Cost: 90 Gold
Dwelling: Upgraded Centaur Stables
Attack Rating: 6
Defense Rating: 3
Speed (in hexes per turn): 8
HP (Hit Points): 10
Damage: 2-3
Shots: N/A
Special: N/A
My rating: 5
Description: Centaur Captains aren't really much different than Centaurs.  They can move farther and have two more HP, but that's about it.  They cost more too, so that cancels out the two upgrades.  In the end, stick with the Centaurs.

Name: Dwarf
Cost: 120 Gold
Dwelling: Dwarf Cottage
Attack Rating: 6
Defense Rating: 7
Speed (in hexes per turn): 3
HP (Hit Points): 20
Damage:2-4
Shots: N/A
Special: 20% Magic restistance
My rating: 3
Description: Ugh...I hate these things.  They do one more damage than Centaurs and have twice as much health, but go look at their speed.  They're _way_ too slow.  Three hexes per turn would take five rounds to get across the field.  And that's assuming it has no obstacles!
Dwarves would be decent, but they sink due to their speed.

Name: Battle Dwarves
Cost: 150 Gold
Dwelling: Upgraded Dwarf Cottage
Attack Rating: 7
Defense Rating: 7
Speed (in hexes per turn): 5
HP (Hit Points): 20
Damage: 2-4
Shots: N/A
Special: 40% Magic Resistance
My rating: 4.5
Description: Considerably better than their predecessors, but still none too useful, Battle
Dwarves almost solve their speed problem.  Still, they're a little too slow.  And something that makes them even more useful is their 40% Magic Resistance.  And FYI, that _negative_ magic that they resist.

Name: Wood Elf
Cost: 200 Gold
Dwelling: Homestead
Attack Rating: 9
Defense Rating: 5
Speed (in hexes per turn): 6
HP (Hit Points): 15
Damage: 3-5
Shots: 24
Special: N/A
My rating: 5
Description: Wood Elves are pretty average all-around.  They've got decent HP, a nice quiver-full of arrows, and they do a fair amount of damage.  But, don't recruit these guys, take they're very superior upgraded forms.

Name: Grand Elf
Cost: 225 Gold
Dwelling: Upgraded Homestead
Attack Rating: 9
Defense Rating: 5
Speed (in hexes per turn): 7
HP (Hit Points): 15
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11

Sponsors:

Other files from this game: