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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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*Try to balance out all of your Basic Skills, i.e. Attack, Defense, Spell Power, and Knowledge.

*Create an equal mixture of different creatures in your army.

*Don't forget to put some Creatures to guard towns and mines.

*Never EVER mix Castle creatures with Necropolis creatures (or vice versa).  This hugely negates everyone's morale in that army.

*Don't try to conserve your Spell Points.  You need to cast spells in some battles to win.

*Near the start of a game, make an extra hero and give all his men to one good hero or put them to guard a mine.  Keep the one weakest unit in his army, and then use him to explore, but not get into any fights.  This is good for finding your opponent's Castle's, figuring out the lay of the land, and finding mines.



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Here are all of the known codes for Heroes of Might and Magic III: The Shadow of Death.  To use these, simply press "tab" to type them, and then press enter when one is typed to activate it. nwctrinity- Gives the selected hero 10 Archangels in all of his or her empty slots nwcnedbuchadnezzar- Gives you unlimited movement.  Really cheap, yet fun. nwcbluepill- Lose scenario. nwcredpill- Win scenario. nwcneo- Selected Hero gains a Level. nwcoracle- Reveals entire Grail Map. nwctrinity- Fill all open slots with 5 Archangels.



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Here is where I'll list all of the questions I get from readers of this FAQ.  I've made up a few to start out.  Feel free to send questions to me at Icewind717@hotmail.com

Q: Why can't I move my hero?
A: You've used up all that hero's movement points for that day.

Q: What is the best town type?
A: It's all a matter of personal preference, but I prefer the Necropolis over any other town type.

Q: How often will you update this FAQ?
A: Whenever I feel like it.  Don't ask.

Q: Why didn't my question I sent to you get posted in your FAQ?
A: Not all of the questions I get are posted.  Your question must clear, good in my opinion, and I need to get it from three different people.

Q: What are the best Secondary Skills?
A: Again, that's all personal preference, but the top three in my mind are:

1. Necromancy- You can resurrect all of the enemies troops as skeletons, Wraiths, or Vampires if you're proficient enough in it.  At lower proficiencies, you can resurrect some of the enemies as Skeletons.  This Secondary Skill is easily my favorite.

2. Defense- If you're proficient enough in Defense, and you're a semi-high level Hero, this can make you nearly invincible.  What this skill does speaks for itself.

3. Archery- The Archery skill gets better and better as you progress in it.  Again, it speaks for itself, but it does have some things about it that are unseen by the name.  For example, at later Archery proficiencies, it lowers and eventually eliminates the melee penalty for your ranged attackers.  Also, at another level of proficiency, it gets rid of the obstacle penalty for them.

Q: What do you mean when you say "proficiency"?
A: When I say proficiency, I mean how skilled your Hero is in that secondary skill; basic, advanced, and expert.



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Here is an extremely detailed spell guide.  I have covered every little nook and cranny of each spell, so whatever you want to know, is right here.  Here is a description directly from the readme: Here you will find descriptive listings for all spells in the _Heroes III_ game.
Each spellis from one of the four schools of magic---Air, Earth, Fire, or Water.  Your heroes' expertise in a spell increases as he gains the secondary skill for the appropriate school of magic (see *Secondary Skills,* page 45).  Heroes without such expertise may cast a school's spells at a normal level (resulting in the same effect as a basic level spell).  Increased expertise allows for spells to be cast at the Basic, Advanced, and Expert Levels.

Heroes holding expertise in a school's secondary skill casts spells from a school at a reduced cost.  This cost reduction is the same regardless of whether a hero holds the skill at basic, advanced, or expert level.

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Here is the layout of how I'll do this section, and it's explained too!


Name: What the Spell is called
Type: Indicates whether the spell may be cast in combat or on the Adventure Map
Cost: How many spell poitns it takes to cast the spell
Duration: How long the Spell lasts
Basic Effect: Effect of the Spell cast at Normal or Basic Expertise
Advanced Effect: Effect of the Spell cast at Advanced Level
Expert Effect: Effect of the Spell cast at Expert Expertise

Understanding the Spell Section:
I've put previous versions of this FAQ on different web sites, and people have complained about the Spell section being too confusing.  Luckily, they're reffering to the equations for damage.  OK, who passed fifth grade math?
*Hands shoot up.
Now, who remembers order of operations?
*Hands shoot up again.
PEMDAS.  Parentheses, exponents, multiply, divide, add, then subtract.  If you see an equation like this:  Target creature recieves ((Power x 10)+ 10) damage, then the answer is...?
Whatever the casting hero's Spell Power is multiplied by ten, then with ten added onto that answer.  Get it yet?

And one last note: I will divide the Spells into four sections.  They are what schools they're from.  Now, shall we move on to the actual spells and what they do?

A. School of Air Magic Spells

School of Air Magic

Level I Spells

Name: Haste
Type: Combat
Cost: 6 Spell Points
Duration: 1 Round per spell power point
Basic Effect: Increases allied troop's speed by three hexes/turn
Advanced Effect: Increases allied troop's speed by five hexes/turn
Expert Effect: Increases allied troop's speed by five hexes/turn

Name: Magic Arrow
Type: Combat
Cost: 5 Spell Points
Duration: Instant Damage
Basic Effect: Enemy troop recieves ((Power x 10) +10) damage
Advanced Effect: Enemy troop recieves ((Power x 10) +10) damage
Expert Effect: Enemy troop recieves ((Power x 10) +10) damage

Name: View Air
Type: Adventure
Cost: 2 Spell Points
Duration: Instant
Basic Effect: Displays location of all artifacts on the View World Screen
Advanced Effect: Displays location of all artifacts and heroes on the View World Screen
Expert Effect: Displays loaction of all artifacts, heroes, and towns on the View World Screen

Level II Spells

Name: Disguise
Type: Adventure
Cost: 4 spell points
Duration: 1 day
Basic Effect: When the casting hero is right-clicked (queried) by opponents, all of the hero's creature troops are displayed as if they were composed of the most powerful creatures in the
Hero's Army.  Troop population numbers are represented normally.
Advanced Effect: Same as Basic Effect, except troop quantities are represented as "0"
Expert Effect: Same as Advanced Effect, except all troops are represented as if populated by the most powerful creatures in the Hero's longest owned Town.

Name: Disrupting Ray
Type: Combat
Cost: 10 Spell Points
Duration: Whole Battle
Basic Effect: Reduces' target's defense rating by three.  Spell may be cast on the same unit repeatedly.
Advanced Effect: Same as Basic Effect, excpet Defense is lowered by 4
Expert Effect: Same as Advanced Effect, except Defense is lowered by 5

Name: Fortune
Type: Combat
Cost: 7 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Increases's target creature's luck by one
Advanced Effect: Increases target creature's luck by two
Expert Effect: Iincreases luck of all allied troops by two

Name: Lightning Bolt
Type: Combat
Cost: 10 Spell Points
Duration: Instant Damage
Basic Effect: Target creature recieves ((Spell Power x 25)+ 10) Damage
Advanced Effect: Target creature receives ((Spell Power)+ 20 Damage
Expert Effect: Target creature receives ((Spell Power)+ 50 Damage

Name: Precision
Type: Combat
Cost: 8 Spell Points
Duration: Instant
Basic Effect: Target Creature with ranged attacks has its ranged attack rating raised by three
Advanced Effect: Same as Basic, excpet it's increased by six
Expert Effect: Same as Advanced, except all allied ranged attackers are affected

Name: Visions
Type: Adventure
Cost: 4 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Displays number of of monsters in a wandering monster troop, and whether or not the troop will offer to join the caster's army.  The range is equal to the Hero's Spell Power or three, whichever is greater.
Advanced Effect: Smae as Basic Effect, except an enemy hero's primary skill stats, and the composition (Luck and Morale), and the quantity of that Hero's Army can be viewed.  Range is
Spell Power x 2, or three, whichever is greater.
Expert Effect: Same as Advanced Effect, except an enemy town's statistics and Garrison composition (Luck and Morale) and quantity may be viewed.  Range is Spell Power x 3, or three, whichever is greater.

Level III Spells

Name: Air Shield
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
Basic Effect: Target Creature takes 25% less damage from Ranged Attacks
Advanced Effect: Target Creature takes 50% less damage from Ranged Attacks
Expert Effect: All allied troops takes 50% less damage from Ranged Attacks

Name: Destroy Undead
Type: Combat
Cost: 15 Spell Points
Duration: Instant Damage
Basic Effect: All undead creatures take ((Spell Power x 10)+ 10) Damage
Advanced Effect: All undead creatures take ((Spell Power x 10)+ 20 Damage
Expert Effect:All undead creatures take ((Spell Power x 10) + 50 Damage

Name: Protection From Earth
Type: Combat
Cost: 12 Spell Points
Duration: 1 Round per Spell Power
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