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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.
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Damage: 3-5
Shots: 24
Special: Shoots Twice
My rating: 7
Description: Grand Elves are amazingly good.  They have a great price, lots of arrows, and decent damage.  Due to their cheap price and and 2x shot special ability, they do a great amount of damage when you put a lot together.  And if you ever need them to escape from an enemy, their big movement range si made for that.  all in all, Grand Elves are one of the best ranged attackers.

Name: Pegasus
Cost: 250 Gold
Dwelling: Enchanted Spring
Attack Rating: 9
Defense Rating: 8
Speed (in hexes per turn): 8
HP (Hit Points): 30
Damage: 5-9
Shots: N/A
Special: Magic Damper
My rating: 6
Description: Pegasi (that's the plural form of "Pegasus" for those of you uneducated in mythology) are slightly above average.  They do more damage and move slightly farther than
Grand Elves, but they're really more trouble than they're worth.  I would _much_ rather have a
Grand Elf than a Pegasus or a Silver Pegasus.  In the end, you should save your hard-earned
Gold.

Name: Silver Pegasus
Cost: 275 Gold
Dwelling: Upgraded Enchanted Spring
Attack Rating: 9
Defense Rating: 10
Speed (in hexes per turn): 12
HP (Hit Points): 30
Damage: 5-9
Shots: N/A
Special: Magic Damper
My rating: 7
Description: Silver Pegasi are about equal to Grand Elves.  Maybe if I had any idea what Magic
Damper does, they'd have a higher rating.  Well, besides they're movement and increased cost, they're exactly the same as regular Pegasi.  But they _are_ a good addition to your army, so I reccomend buying some.

Name: Dendroid Guard
Cost: 350 gold
Dwelling: Dendroid Arches
Attack Rating: 9
Defense Rating: 12
Speed (in hexes per turn): 3
HP (Hit Points): 55
Damage: 10-14
Shots: N/A
Special: Binds enemies in place
My rating: 6.5
Description: Dendroid Guards are pretty good.  They're rating would be 7.5 if they didn't cost so much, but they do :(.  They do a good amount of damage, but move quite slowly.  But to make up for their speed, they have their special ability.  They cast the Bind spell on all enemies they attack, which renders them temporarily immobile.  This is *VERY* useful.

Name: Dendroid Soldier
Cost: 425 Gold
Dwelling: Upgraded Dendroid Arches
Attack Rating: 9
Defense Rating: 12
Speed (in hexes per turn): 4
HP (Hit Points): 65
Damage: 10-14
Shots: N/A
Special: Binds enemies in place
My rating: 7.5
Description: Dendroid Soldiers are rather expensive, but their skills make up for that, easily.  Although they can only move four hexes per turn, they do a good amount of damage, and have a tremendously useful special ability.  as I explained in the Dendroid Guard description,
Binds makes the enemy they attack unable to move for a little bit.  This abilty can easily win you battles.

Name: Unicorn
Cost: 850 Gold
Dwelling: Unicorn Glade
Attack Rating: 15
Defense Rating: 14
Speed (in hexes per turn): 7
HP (Hit Points): 90
Damage: 18-22
Shots: N/A
Special: Aura of Magic Resistance, Blinding Attack
My rating: 8.5
Description: Unicorns are a great unit choice for anyone.  They deal a great amount of damage, move decently, and have a reasonable price.  And their best aspect is their special ability.
If you have only seven Unicorns, and you're fighting against, say...50 Skeletons, in five groups of 10, you can wait until they come near you one at a time, then blind them.  The few that are left in that group won't be able to attack you.  Repeat as needed.

Name: War Unicorns
Cost: 950 Gold
Dwelling: Upgraded Unicorn Glade
Attack Rating: 15
Defense Rating: 14
Speed (in hexes per turn): 9
HP (Hit Points): 110
Damage: 18-22
Shots: N/A
Special: aura of Magic Resistance, Blinding Attack
My rating: 9.5
Description: War Unicorns are a big step above Unicorns.  They move two more hexes per turn, have *20* more HP, are at a good price, and they still have their great special abilities.  I explained what Blinding Attack did in the Unicorn's description, so now I'll get to their Aura of Magic Resistance.  If an enemy hero casts, let's say, Meteor Shower on your War Unicorns.
Their Aura of Magic Resistance resists it entirely, and the bad creatures around your each receive a fraction of that damage.

Name: Green Dragon
Cost: 2400 Gold + 1 Crystal
Dwelling: Dragon Cliffs
Attack Rating: 18
Defense Rating: 18
Speed (in hexes per turn): 10
HP (Hit Points): 180
Damage: 40-50
Shots: N/A
Special: Immune to negative spells levels 1-3
My rating: 10
Description: Green Dragons are a great creature.  though the path to upgrading them is long, hard, and expensive, they're definitly worth it.  Their special ability makes them all the more powerful, as they can resist a large variety of spells that some other creatures would die from.

Name: Gold Dragon
Cost: 4000 Gold + 2 Crystals
Dwelling: Upgraded Dragon Cliffs
Attack Rating: 27
Defense Rating: 27
Speed (in hexes per turn): 16
HP (Hit Points): 250
Damage: 40-50
Shots: N/A
Special: Immune to negative spells levels 1-4
My rating: 10
Description: Though they are a huge step up from their predecessors, so is their cost.  The price is doubled, and is very expensive for most people.  Luckily, they have a redeeming quality.  Their special ability.  It might not seem like much, but there are only five spell levels.  Levels one through four are quite strong, especially four.  And most heroes aren't willing to burn the large amount of spell points level five spells cost, so Gold Dragons are fairly immune to negative magic in any way, shape, or form.

Tower Creatures

Name: Gremlin
Cost: 30 Gold
Dwelling: Workshop
Attack Rating: 3
Defense Rating: 3
Speed (in hexes per turn): 4
HP (Hit Points): 4
Damage: 1-2
Shots: N/A
Special: N/A
My rating: 1.5
Description: Gremlins are about as useless as they come.  They can only move four hexes per turn, and only have four HP.  One hit from even a single 4+ Level creature will usually knock a whole group out.  Doing 1-2 (usually _always_ one) damage doesn't help them either.  Their saving grace is their cost, which is exceptionally cheap, making them easy to mass-produce.
But they're hardly worth it.

Name: Master Gremlin
Cost: 40 Gold
Dwelling: Upgraded Workshop
Attack Rating: 4
Defense Rating: 4
Speed (in hexes per turn): 5
HP (Hit Points): 4
Damage: 1-2
Shots: 8
Special: Ranged attacker
My rating: 2
Description: Master Gremlins are only a small step above the Gremlins.  The only reall "upgrades" are their ranged attacking ability, and an extra hexadecimal in their speed rating.

Name: Stone Gargoyle
Cost: 130 Gold
Dwelling: Parapet
Attack Rating: 6
Defense Rating: 6
Speed (in hexes per turn): 6
HP (Hit Points): 16
Damage: 2-3
Shots: N/A
Special: N/A
My rating: 4
Description: Stone Gargoyles are great for a base level two creature.  The Base Level one that comes before them only has 1/4 of the Stone Gargoyles's HP, and they do 1/3 less damage.
Stone Gargoyles also have the ability to fly, so they can go over Castle Walls during a Siege and wreak havoc on the creatures on the other side of the wall.

Name: Obsidian Gargoyle
Cost: 160 Gold
Dwelling: Upgraded Parapet
Attack Rating: 7
Defense Rating: 7
Speed (in hexes per turn): 9
HP (Hit Points): 16
Damage: 2-3
Shots: N/A
Special: N/A
My rating: 4.5
Description: For and extra thirty gold per Obsidian Gargoyle you get three more hexes, and that's it all the extras you get with Obsidian Gargoyles.  In the end, screw upgrading them and keep your regular Stone Gargoyles.  Unless you have lots of Gold, don't upgrade your
Gargoyles to Obsidian ones.

Name: Stone Golem
Cost: 150 Gold
Dwelling: Golem Factory
Attack Rating: 7
Defense Rating: 10
Speed (in hexes per turn): 3
HP (Hit Points): 30
Damage: 4-5
Shots: N/A
Special: Damage from spells is reduced by 50%.
My rating: 4.5
Description: Stone Golems do a decent amount of damage, but move really slowly, so those two factors cancel each other out.  Their real highlight is that they resist 50% of any damage done by spells to them.  And, they also have 30 HP.  Ultimately, Stone Golems are a good buy (heh, good-bye).

Name: Iron Golems
Cost: 200 Gold
Dwelling: Upgraded Golem Factory
Attack Rating: 9
Defense Rating: 10
Speed (in hexes per turn): 5
HP (Hit Points): 35
Damage: 4-5
Shots: N/A
Special: Damage from spells is reduced by 75%.
My rating: 5
Description: Iron Golems are a huge step up from their predecessors, the Stone Golems.  With better Defense, speed, HP, and best of all: their even more improved magic resistance.  If they didn't come with such a high price tag, the Iron Golems would probably have gotten a six or a seven instead of a five.

Name: Mage (Plural: Magi)
Cost: 350 Gold
Dwelling: Mage Tower
Attack Rating: 11
Defense Rating: 8
Speed (in hexes per turn): 5
HP (Hit Points): 25
Damage: 7-9
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